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A Trappy Alpha-Beta Search Algorithm in Chinese Chess Computer Game

机译:中国象棋计算机游戏中的特拉普alpha-beta搜索算法

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In this paper, we propose an improved alpha-beta search algorithm, named trappy alpha-beta (simply Trap_B~A), for game-tree in order to identify and set the potential traps in the game playing. Trap_B~A can be regarded as an extension of the traditional alpha-beta search algorithm which ties to predict when the opponent might make a mistake and select such moves that can most likely lead the an opponent into the trap by comparing the various scores returned through iterative deepening technology. In Trap_B~A, we define two basic components: 1) defining a trap by considering the nature of alpha-beta search algorithm and referring the evaluation value returned by iterative deepening; and 2) evaluating a trap by calculating the probability that the opponent fall into the trap and the advantage followed when the opponent fall into it. In our experiment, we test the performance of Trap_B~A in comparison with three game-tree search algorithms, i.e., min-max, trappy minimax, and alpha-beta, by playing with four testing opponents (their depthes are 7, 8, 9, and 10 respectively), which are obtained form a typical Chinese chess computer game programme-Xqwizard (http://www.xqbase.com/). The comparative results show that our designed Trap_B~A can effectively find and set the traps in the playing with opponents.
机译:在本文中,我们提出了一种改进的alpha-beta搜索算法,名为trappy alpha-beta(简单的trap_b〜a),用于游戏树,以便识别和设置游戏中的潜在陷阱。 trap_b〜a可以被视为传统的alpha-beta搜索算法的扩展,该算法在对手可能弄错的情况下,通过比较通过返回的各种分数最有可能导致对手的移动,这可能很可能会导致陷阱中的这种动作迭代深化技术。在Trap_b〜a中,我们定义了两个基本组件:1)通过考虑α-beta搜索算法的性质并提及迭代深化返回的评估值来定义陷阱; 2)通过计算对手落入陷阱的概率来评估陷阱,并且当对手落入它时遵循的优势。在我们的实验中,我们测试了与三个游戏树搜索算法相比的Trap_B〜A的性能,即通过使用四个测试对手(它们的景深为7,8,)来测试TRAP-Tree Search算法,即Min-Max,Trappy Minimax和Alpha-Beta。 9和10分别为典型的中国国际象棋计算机游戏程序-XQWizard(http://www.xqbase.com/)。比较结果表明,我们设计的Trap_B〜A可以有效地找到并设置与对手的比赛中的陷阱。

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