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Multiplayer games: Algorithms and approaches.

机译:多人游戏:算法和方法。

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摘要

Historically, much work in Artificial Intelligence research has gone into designing computer programs to play two-player perfect-information games such as Chess, Checkers, Backgammon, and Othello. Comparatively little work, however, has gone into multi-player games such as Chinese Checkers, Abalone, Cribbage, Hearts, and Spades. As a result, we have highly optimized techniques for two-player games, but very little knowledge of how they work in multi-player games.; In this thesis we extend many of the standard techniques from two-player games to multi-player games. We present two decision rules, maxn [Luckhardt and Irani, 1986] and paranoid, examining their theoretical properties. For maxn we also introduce several pruning techniques, including Alpha-Beta Branch-and-Bound pruning and Speculative pruning. Speculative pruning is the first multi-player pruning algorithm that can prune any constant-sum multi-player game, and provides an order of magnitude reduction in node expansions over previous search techniques in games like Chinese Checkers.; We also analyze the properties of common two-player game techniques, such as zero-window search and iterative deepening, showing how their properties change in multi-player games. Finally, we present results of all these techniques in a variety of multi-player domains, including Chinese Checkers, Abalone, Cribbage, Hearts and Spades. These methods have allowed us to write state-of-the-art programs for playing Hearts and a version of Chinese Checkers on a smaller board.
机译:从历史上看,人工智能研究的许多工作已经投入到设计计算机程序中,以玩两人完美信息游戏,例如国际象棋,西洋跳棋,西洋双陆棋和奥赛罗。但是,相对较少的工作投入到多人游戏中,例如中国跳棋,鲍鱼,Cribbage,Hearts和Spades。结果,我们为两人游戏开发了高度优化的技术,但对如何在多人游戏中工作的知识很少。在本文中,我们将许多标准技术从两人游戏扩展到多人游戏。我们提出两个决策规则,max n [Luckhardt and Irani,1986]和偏执狂,研究它们的理论特性。对于max n ,我们还介绍了几种修剪技术,包括Alpha-Beta分支定界修剪和推测性修剪。推测性修剪是第一个可以修剪任何常数和多人游戏的多人修剪算法,与诸如“中国跳棋”之类的游戏中的先前搜索技术相比,节点展开的数量减少了一个数量级。我们还分析了常见的两人游戏技术的属性,例如零窗口搜索和迭代加深,以显示其属性在多人游戏中的变化。最后,我们介绍了所有这些技术在各种多人游戏领域中的结果,包括中国跳棋,鲍鱼,Cribbage,Hearts和Spades。这些方法使我们能够在较小的板上编写用于播放Hearts的最新程序和中文跳棋版本。

著录项

  • 作者

    Sturtevant, Nathan Reed.;

  • 作者单位

    University of California, Los Angeles.;

  • 授予单位 University of California, Los Angeles.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2003
  • 页码 150 p.
  • 总页数 150
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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