Game Artificial Intelligence: Minimax, A* Search Algorithm, Computer Olympiad, Alpha-Beta Pruning, Evaluation Function, Computer Shogi Source Wikipedia

ISBN: 9781157450849

Published: September 4th 2011

Paperback

38 pages


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Game Artificial Intelligence: Minimax, A* Search Algorithm, Computer Olympiad, Alpha-Beta Pruning, Evaluation Function, Computer Shogi  by  Source Wikipedia

Game Artificial Intelligence: Minimax, A* Search Algorithm, Computer Olympiad, Alpha-Beta Pruning, Evaluation Function, Computer Shogi by Source Wikipedia
September 4th 2011 | Paperback | PDF, EPUB, FB2, DjVu, audiobook, mp3, RTF | 38 pages | ISBN: 9781157450849 | 9.38 Mb

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 36. Chapters: Minimax, A* search algorithm, Computer Olympiad, Alpha-beta pruning, Evaluation function, ComputerMorePlease note that the content of this book primarily consists of articles available from Wikipedia or other free sources online.

Pages: 36. Chapters: Minimax, A* search algorithm, Computer Olympiad, Alpha-beta pruning, Evaluation function, Computer shogi, Artificial intelligence, Bitboard, Computer poker players, Project Milo, Pathfinding, Alexander Brudno, B*, Computer bridge, Arthur Samuel, Transposition table, Chinook, Quiescence search, General Game Playing, GADDAG, Expressive Intelligence Studio, Expectiminimax tree, Negascout, IDA*, Negamax, Zobrist hashing, Blondie24, 14th Computer Olympiad, Killer heuristic, Rog-O-Matic, Variation, Ply, Horizon effect, SMA*, POD-bot, Proof-number search, International Computer Games Association, Language Acquisition Device, Game Description Language, Logistello.

Excerpt: In computer science, A* (pronounced A star ( listen)) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes. Noted for its performance and accuracy, it enjoys widespread use.

Peter Hart, Nils Nilsson and Bertram Raphael first described the algorithm in 1968. It is an extension of Edsger Dijkstras 1959 algorithm. A* achieves better performance (with respect to time) by using heuristics. However, when the heuristics are monotone, it is actually equivalent to running Dijkstra. A* uses a best-first search and finds the least-cost path from a given initial node to one goal node (out of one or more possible goals). It uses a distance-plus-cost heuristic function (usually denoted ) to determine the order in which the search visits nodes in the tree. The distance-plus-cost heuristic is a sum of two functions: The part of the function must be an admissible heuristic- that is, it must not overestimate the distance to the goal.

Thus, for an application like routing, might represent the straight-line distance to the goal, since that is physically the smal...



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