An artificial intelligence for the board game 'Quarto!' in Java
Pages 141 - 146
Abstract
This paper presents an artificial intelligence (AI) for the board game 'Quarto!' in Java. The program uses depth-first search for decision making. To improve runtime performance, we used alphabeta pruning, a transposition table, and a Java constraint solver. The result of our work is an open-source Java program capable of beating human opponents in real-time.
References
[1]
Choco. URL http://www.emn.fr/z-info/choco-solver {retrieved 03-24-2013}.
[2]
JaCoP. URL http://jacop.osolpro.com {retrieved 05-20-2013}.
[3]
M. Hoche, H. Müller, H. Schlenker, and A. Wolf. firstcs - A Pure Java Constraint Programming Engine. In M. Hanus, P. Hofstedt, A. Wolf, S. Abdennadher, T. Frühwirth, and A. Lallouet, editors, Second International Workshop on Multiparadigm Constraint Programming Languages - MultiCPL03, 2003.
[4]
K. Marriott and P. Stuckey. Programming with Constraints: An Introduction. MIT Press, 1998.
[5]
I. Millington and J. Funge. Artificial Intelligence for Games. CRC Press, 2nd edition, 2009.
[6]
S. Russell and P. Norvig. Artificial Intelligence: A Modern Approach. Prentice Hall, 3rd edition, 2009.
[7]
C. Shannon. Programming a Computer for Playing Chess. Philosophical Magazine, 7th Series, 41, No. 314, 1950.
Index Terms
- An artificial intelligence for the board game 'Quarto!' in Java
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September 2013
188 pages
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Published: 11 September 2013
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