scholarly journals A Synthetic Player for Ayὸ Board Game Using Alpha-Beta Search and Learning Vector Quantization

2016 ◽  
Vol 9 (3) ◽  
pp. 1
Author(s):  
Oluwatobi, A. Ayilara ◽  
Anuoluwapo, O. Ajayi ◽  
Kudirat, O. Jimoh

Game playing especially, Ayὸ game has been an important topic of research in artificial intelligence and several machine learning approaches have been used, but the need to optimize computing resources is important to encourage significant interest of users. This study presents a synthetic player (Ayὸ) implemented using Alpha-beta search and Learning Vector Quantization network. The program for the board game was written in Java and MATLAB. Evaluation of the synthetic player was carried out in terms of the win percentage and game length. The synthetic player had a better efficiency compared to the traditional Alpha-beta search algorithm.

Author(s):  
Tad Gonsalves

The classical area of AI application is the board games. This chapter introduces the two most prominent AI approaches used in developing board game agents – the MinMax algorithm and Machine Learning and explains their usage in playing games like tic-tac-toe, checkers, othello, chess, go, etc., against human opponents. The game tree is essentially a directed graph, where the nodes represent the positions in the game and the edges the moves. Even a simple board game like tic-tac toe (noughts and crosses) has as many as 255,168 leaf nodes in the game tree. Traversing the complete game tree becomes an NP-hard problem. Alpha-beta pruning is used to estimate the short-cuts through the game tree. The board game strategy depends on the evaluation function, which is a heuristic indicating how good the player's current move is in winning the game. Machine learning algorithms try to evolve or learn the agent's game playing strategy based on the evaluation function.


Author(s):  
Anthony Man-Cho So

Recent advances in artificial intelligence (AI) technologies have transformed our lives in profound ways. Indeed, AI has not only enabled machines to see (eg, face recognition), hear (eg, music retrieval), speak (eg, speech synthesis), and read (eg, text processing), but also, so it seems, given machines the ability to think (eg, board game-playing) and create (eg, artwork generation). This chapter introduces the key technical elements of machine learning (ML), which is a rapidly growing sub-field in AI and drives many of the aforementioned applications. The goal is to elucidate the ways human efforts are involved in the development of ML solutions, so as to facilitate legal discussions on intellectual property issues.


Author(s):  
Tad Gonsalves

The classical area of AI application is the board game. This chapter introduces the two most prominent AI approaches used in developing board game agents—the MinMax algorithm and machine learning—and explains their usage in playing games like Tic-Tac-Toe, Checkers, Othello, Chess, Go, etc. against human opponents. The game tree is essentially a directed graph, where the nodes represent the positions in the game and the edges the moves. Even a simple board game like Tic-Tac Toe (naughts and crosses) has as many as 255,168 leaf nodes in the game tree. Traversing the complete game tree becomes an NP-hard problem. Alpha-beta pruning is used to estimate the short-cuts through the game tree. The board game strategy depends on the evaluation function, which is a heuristic indicating how good the player's current move is in winning the game. Machine learning algorithms try to evolve or learn the agent's game playing strategy based on the evaluation function.


2020 ◽  
Vol 54 (12) ◽  
pp. 942-947
Author(s):  
Pol Mac Aonghusa ◽  
Susan Michie

Abstract Background Artificial Intelligence (AI) is transforming the process of scientific research. AI, coupled with availability of large datasets and increasing computational power, is accelerating progress in areas such as genetics, climate change and astronomy [NeurIPS 2019 Workshop Tackling Climate Change with Machine Learning, Vancouver, Canada; Hausen R, Robertson BE. Morpheus: A deep learning framework for the pixel-level analysis of astronomical image data. Astrophys J Suppl Ser. 2020;248:20; Dias R, Torkamani A. AI in clinical and genomic diagnostics. Genome Med. 2019;11:70.]. The application of AI in behavioral science is still in its infancy and realizing the promise of AI requires adapting current practices. Purposes By using AI to synthesize and interpret behavior change intervention evaluation report findings at a scale beyond human capability, the HBCP seeks to improve the efficiency and effectiveness of research activities. We explore challenges facing AI adoption in behavioral science through the lens of lessons learned during the Human Behaviour-Change Project (HBCP). Methods The project used an iterative cycle of development and testing of AI algorithms. Using a corpus of published research reports of randomized controlled trials of behavioral interventions, behavioral science experts annotated occurrences of interventions and outcomes. AI algorithms were trained to recognize natural language patterns associated with interventions and outcomes from the expert human annotations. Once trained, the AI algorithms were used to predict outcomes for interventions that were checked by behavioral scientists. Results Intervention reports contain many items of information needing to be extracted and these are expressed in hugely variable and idiosyncratic language used in research reports to convey information makes developing algorithms to extract all the information with near perfect accuracy impractical. However, statistical matching algorithms combined with advanced machine learning approaches created reasonably accurate outcome predictions from incomplete data. Conclusions AI holds promise for achieving the goal of predicting outcomes of behavior change interventions, based on information that is automatically extracted from intervention evaluation reports. This information can be used to train knowledge systems using machine learning and reasoning algorithms.


2021 ◽  
pp. 002073142110174
Author(s):  
Md Mijanur Rahman ◽  
Fatema Khatun ◽  
Ashik Uzzaman ◽  
Sadia Islam Sami ◽  
Md Al-Amin Bhuiyan ◽  
...  

The novel coronavirus disease (COVID-19) has spread over 219 countries of the globe as a pandemic, creating alarming impacts on health care, socioeconomic environments, and international relationships. The principal objective of the study is to provide the current technological aspects of artificial intelligence (AI) and other relevant technologies and their implications for confronting COVID-19 and preventing the pandemic’s dreadful effects. This article presents AI approaches that have significant contributions in the fields of health care, then highlights and categorizes their applications in confronting COVID-19, such as detection and diagnosis, data analysis and treatment procedures, research and drug development, social control and services, and the prediction of outbreaks. The study addresses the link between the technologies and the epidemics as well as the potential impacts of technology in health care with the introduction of machine learning and natural language processing tools. It is expected that this comprehensive study will support researchers in modeling health care systems and drive further studies in advanced technologies. Finally, we propose future directions in research and conclude that persuasive AI strategies, probabilistic models, and supervised learning are required to tackle future pandemic challenges.


Author(s):  
Achmad Naufal Wijaya Jofanda ◽  
Mohamad Yasin

Checkers is a board game that is played by two people which has a purpose to defeat the opponent by eating all the opponent's pieces or making the opponent unable to make a move. The sophistication of technology at this modern time makes the checkers game can be used on a computer even with a smartphone. The application of artificial intelligence in checkers games makes the game playable anywhere and anytime. Alpha Beta Pruning is an optimization technique from the Minimax Algorithm that can reduce the number of branch/node extensions to get better and faster step search results. In this study, a checkers game based on artificial intelligence will be developed using the alpha-beta pruning method. This research is expected to explain in detail how artificial intelligence works in a game. Alpha-beta pruning was chosen because it can search for the best steps quickly and precisely. This study tested 10 respondents to play this game. The results show that the player's win rate was 60% at the easy level, 40% at the medium level, and 20% at the hard level. Besides that, the level of interest in this game was 80% being entertained and 20% feeling ordinary.


2021 ◽  
Author(s):  
Thomas Marcher ◽  
Georg Erharter ◽  
Paul Unterlass

Digitalization changes the design and operational processes in tunnelling. The way of gathering geological data in the field of tunnelling, the methods of rock mass classification as well as the application of tunnel design analyses, tunnel construction processes and tunnel maintenance will be influenced by this digital transformation. The ongoing digitalization in tunnelling through applications like building information modelling and artificial intelligence, addressing a variety of difficult tasks, is moving forward. Increasing overall amounts of data (big data), combined with the ease to access strong computing powers, are leading to a sharp increase in the successful application of data analytics and techniques of artificial intelligence. Artificial Intelligence now arrives also in the fields of geotechnical engineering, tunnelling and engineering geology. The chapter focuses on the potential for machine learning methods – a branch of Artificial Intelligence - in tunnelling. Examples will show that training artificial neural networks in a supervised manner works and yields valuable information. Unsupervised machine learning approaches will be also discussed, where the final classification is not imposed upon the data, but learned from it. Finally, reinforcement learning seems to be trendsetting but not being in use for specific tunnel applications yet.


Author(s):  
Mamata Rath ◽  
Sushruta Mishra

Machine learning is a field that is developed out of artificial intelligence (AI). Applying AI, we needed to manufacture better and keen machines. Be that as it may, aside from a couple of simple errands, for example, finding the briefest way between two points, it isn't to program more mind boggling and continually developing difficulties. There was an acknowledgment that the best way to have the capacity to accomplish this undertaking was to give machines a chance to gain from itself. This sounds like a youngster learning from itself. So, machine learning was produced as another capacity for computers. Also, machine learning is available in such huge numbers of sections of technology that we don't understand it while utilizing it. This chapter explores advanced-level security in network and real-time applications using machine learning.


Author(s):  
Derya Yiltas-Kaplan

This chapter focuses on the process of the machine learning with considering the architecture of software-defined networks (SDNs) and their security mechanisms. In general, machine learning has been studied widely in traditional network problems, but recently there have been a limited number of studies in the literature that connect SDN security and machine learning approaches. The main reason of this situation is that the structure of SDN has emerged newly and become different from the traditional networks. These structural variances are also summarized and compared in this chapter. After the main properties of the network architectures, several intrusion detection studies on SDN are introduced and analyzed according to their advantages and disadvantages. Upon this schedule, this chapter also aims to be the first organized guide that presents the referenced studies on the SDN security and artificial intelligence together.


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