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PROPOSING AN INTELLIGENT AGENT FOR THE FOUR-SIDED DOMINOES GAME USING THE EXPECTIMINIMAX ALGORITHM

机译:使用EXPECTIMINIMAX算法为四类多米诺骨牌游戏提议一个智能代理

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This paper presents an intelligent agent to play the four-sided dominoes game, typically played in Amazonas state, Brazil. In this work, a version of the double-6 dominoes game is used, played by four players, forming two pairs. This game is of imperfect information and is non-deterministic, if we consider having pieces for any valid side as a chance event. The proposed agent is based on the expectiminimax technique. The methodology used for finding the best choice includes a depth-limited search with phase-related search, and a chance model based on the hidden pieces. We propose and test four strategies with different depths in the phases of the match, and tested each one against a pair playing with a basic strategy and a best strategy obtained by a genetic algorithm. In 10 simulations of 5,000 matches, the best strategy of this study obtained 72.04% of wins against a basic strategy and 58.34 % against the best strategy obtained by a genetic algorithm.
机译:本文提出了一种智能代理,可以玩四面多米诺骨牌游戏,通常在巴西的亚马逊州玩。在这项工作中,使用了双6型多米诺骨牌游戏的版本,由四名玩家玩,形成两对。如果我们考虑为任何有效方面提供机会,那么这场比赛的信息不完善,而且不确定。所提议的代理基于Expectiminimax技术。用于寻找最佳选择的方法包括与阶段相关的搜索的深度限制搜索,以及基于隐藏片段的机会模型。我们提出并测试了在比赛阶段具有不同深度的四种策略,并针对一对采用遗传算法获得的基本策略和最佳策略的一对策略进行了测试。在5,000场比赛的10次模拟中,本研究的最佳策略与基本策略的获胜率分别为72.04%和由遗传算法获得的最佳策略所占的胜率为58.34%。

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