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Clover Bobker Nikita Kiriy Juan Pablo Sarmiento. King Fish. Fishy fishy. Problem Statement and Motivation. Make an adaptive AI player that can win a game against another “smart” AI. Project Scope: Stage one: pre-programmed AI player. Can beat random player with heuristic move choices.

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clover bobker nikita kiriy juan pablo sarmiento
Clover Bobker

Nikita Kiriy

Juan Pablo Sarmiento

King Fish

Fishy fishy

problem statement and motivation
Problem Statement and Motivation
  • Make an adaptive AI player that can win a game against another “smart” AI.
  • Project Scope:
    • Stage one: pre-programmed AI player. Can beat random player with heuristic move choices.
    • Stage two: analyzes opponent\'s strategy real time and adapts to it.
i o specification
I/O Specification
  • Inputs:
    • At the start of game: board layout and obstacles.
    • Each turn: position of players and any gray markers.
  • Outputs:
    • Next move to perform.
background reading
Background Reading
  • Class textbook for high level techniques and design.
  • Online resources on automated chinese checker players (if available).
generic approach
Generic Approach
  • Stage 1:
    • Rules and heuristic search.
    • Make AI learn from a dataset of recorded games.
  • Stage 2:
    • Create a model of the opponent during the game. Predict opponents moves.
system architecture and work plan
System Architecture and work plan
  • Independent parts to our system:
    • Time distribution decision system (limit of 10 minutes)
    • Learning system that trains off of previous games (Stage 1 AI)
    • System of rules of the game
    • Shortest-path finder system to take obstacles into account
data sources
Data Sources
  • Learn from recorded games
    • Our bots playing themselves
    • From people (friends) playing with our bot
      • We would have to design an interface for this
evaluation plans
Evaluation Plans
  • Metrics:
    • Estimate average time needed per mood and overhead planning time
    • Make sure memory doesn\'t crash computer
    • Improve victory margin (in case of ties)
  • Test problems:
    • Give AI prearranged board with a winning strategy composed of several moves.
    • Simple case: one move. Hard case: increase number of moves.
    • Make sure AI performs winning sequence of moves each time.
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