Clover bobker nikita kiriy juan pablo sarmiento
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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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King Fish

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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.


Schedule

Schedule


Schedule1

Schedule


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