2016 ◽  
Vol 6 (1) ◽  
pp. 21
Author(s):  
Kartika Imam Santoso ◽  
Farida Yunita ◽  
Nafi Projo Kusumo

Lots of traditional games, but now the game is becoming obsolete. Many games were replaced with the modern game technology products. Modern games are becoming more practical because it did not require the terrain and many friends. Quite alone in front of the screen was a person may engage in an exciting game. One of the efforts to preserve and disseminate traditional games one of which is macan-macanan is to adapt the game into a computer game. This study aims to apply artificial intelligence using minimax algorithms and programming language ActionScript 3 in the game with a macan-macanan research methods are prototyping. The design used in this study is an artificial intelligence approach for representing the state, science, human computer interaction for designing the user experience, as well as the UML for object-based design. Results from this study is that in order to determine the value of the evaluation algorithm minimax for the end node / terminal state in the game macan-macanan, required the calculation of the total step is valid for each piece, as well as to pawn macan, necessary calculations springboard to a higher value and the weight difference the appropriate type of pawns.


ICGA Journal ◽  
1996 ◽  
Vol 19 (4) ◽  
pp. 247-247 ◽  
Author(s):  
Aske Plaat ◽  
Jonathan Schaeffer ◽  
Wim Pijls ◽  
Arie de Bruin
Keyword(s):  

2014 ◽  
Vol 136 (9) ◽  
Author(s):  
Lei Cui ◽  
Ugo Cupcic ◽  
Jian S. Dai

The complex kinematic structure of a human thumb makes it difficult to capture and control the thumb motions. A further complication is that mapping the fingertip position alone leads to inadequate grasping postures for current robotic hands, many of which are equipped with tactile sensors on the volar side of the fingers. This paper aimed to use a data glove as the input device to teleoperate the thumb of a humanoid robotic hand. An experiment protocol was developed with only minimum hardware involved to compensate for the differences in kinematic structures between a robotic hand and a human hand. A nonlinear constrained-optimization formulation was proposed to map and calibrate the motion of a human thumb to that of a robotic thumb by minimizing the maximum errors (minimax algorithms) of fingertip position while subject to the constraint of the normals of the surfaces of the thumb and the index fingertips within a friction cone. The proposed approach could be extended to other teleoperation applications, where the master and slave devices differ in kinematic structure.


1996 ◽  
Vol 87 (1-2) ◽  
pp. 255-293 ◽  
Author(s):  
Aske Plaat ◽  
Jonathan Schaeffer ◽  
Wim Pijls ◽  
Arie de Bruin
Keyword(s):  

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