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Advanced Artificial Intelligence Project

1. Form a team of a maximum of three students.

2. Develop programs by implementing algorithms MINMAX-A-B (Rich & Knight) and ALPHA-BETA-SEARCH (Russell & Norvig) in C or C++, language. Devise Deep-Enough (use some heuristics as given in Rich and Knight's book) and Move-Gen functions. Discuss with the instructor if you wish to use any other programming language.

3. Use "Connect Four" game as an example to test your program.

4. Devise Deep-Enough, Move-Gen, and at least one evaluation function per person.

5. Execute your programs with the data and analyze the performance of each algorithm and each evaluation function by tabulating the total length of the game path, total number of nodes generated and expanded, execution time and the size of memory used by the program. For example, for three evaluation functions and two algorithms, you will be executing programs six times.

6. You are expected to develop the program as a team of a maximum of three students.  After the program is developed and tested for a sample example, each member of the team will work separately to do the following.

1. Choose his/her evaluation function.

2. Execute the programs with all evaluation functions of the team and generate his/her tables.

3. Analyze the results and write the conclusions you draw from these analyses.

4. Write his/her documentation explaining the problem, methodology, programs, description of evaluation functions, any special approaches used, analyses of results, and conclusions.

5. Team demonstrates the execution of the program.

In order to conveniently understand your program, print initial state, some intermediate states as they are generated, the final state when it is reached, and finally, the path generated by your program.  Note that writing an efficient and working program is only one-half of the project.  The other half of the project is to present it in the best possible understandable form.

THE "CONNECT FOUR" GAME

The game board contains six rows and seven columns (i.e., 42 squares).  It is played by two persons, where each player takes a turn in putting his/her symbol (e.g., X for MAX and O for MIN) in a square.  The following are the rules of this game.

1. The first player must place his symbol (X or O) in Row 1 of any column. The second player can then place his symbol either in any unoccupied square of Row 1 or in the square of Row 2 just above the occupied square of Row 1.

2. The process repeats itself.  The board illustration after the ninth move of each player is shown below:

3. The game continues until one of the players wins by connecting four squares (by his symbol) in any row, column, or diagonal.  Two examples are shown below.  In the first example, MAX wins the game and in the second example, MIN wins the game.

4. If no player wins and all squares are filled, then the game is declared a "DRAW".

Attachment:- Assignment File.rar

Computer Engineering, Engineering

  • Category:- Computer Engineering
  • Reference No.:- M92557378

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