計算機博弈 計算機畢業(yè)論文.doc
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計算機博弈 計算機畢業(yè)論文,摘要計算機圍棋是計算機博弈研究的一個重要分支,是當前人工智能研究的熱點之一,一直以來吸引著大量的研究人員,產(chǎn)生了較大的社會影響和學術(shù)影響。由于圍棋變化復雜、棋理深奧,是一種高智能的活動,因而圍棋的計算機博弈設計難度較大,同時計算機圍棋熱點問題的研究為人工智能帶來了嶄新的方法和理論。計算機圍棋的研究和實現(xiàn)需要多門學科的知...
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此文檔由會員 一任相思 發(fā)布
摘 要
計算機圍棋是計算機博弈研究的一個重要分支,是當前人工智能研究的熱點之一,一直以來吸引著大量的研究人員,產(chǎn)生了較大的社會影響和學術(shù)影響。由于圍棋變化復雜、棋理深奧,是一種高智能的活動,因而圍棋的計算機博弈設計難度較大,同時計算機圍棋熱點問題的研究為人工智能帶來了嶄新的方法和理論。計算機圍棋的研究和實現(xiàn)需要多門學科的知識交叉,至少會涉及到圍棋、計算機、數(shù)學、生物、邏輯學、軍事學、教育、心理學乃至哲學等領域,因此其發(fā)展具有重要的研究價值和應用價值。
論文主要介紹了圍棋對弈系統(tǒng)中勝負判斷與局面分析功能子系統(tǒng)具有的功能,論述了子系統(tǒng)的開發(fā)和實現(xiàn)的過程,同時對圍棋勝負判斷的主要規(guī)則、計算機圍棋中計算勢的幾個經(jīng)典模型以及計算機圍棋發(fā)展的現(xiàn)狀進行了闡述。通過Visual Basic 6.0可視化開發(fā)工具實現(xiàn)了圍棋對弈系統(tǒng),該系統(tǒng)具有新局、繼續(xù)以前局、存當前局、設置、回手、復盤、判斷勝負、顯示勢力、顯示定式等功能,能夠輔助圍棋愛好者進行“人-人”圍棋對弈。
圍棋勝負判斷與局面分析功能子系統(tǒng),是圍棋對弈系統(tǒng)的一個重要組成部分,并為“人―人”圍棋對弈系統(tǒng)向“人―機”圍棋對弈系統(tǒng)發(fā)展打下基礎。在實現(xiàn)過程中,通過建立棋局的記錄來判斷棋盤上每一點的歸屬,從而確定雙方地域,故能夠?qū)μ岬羲雷雍蟮慕K局棋盤進行判斷勝負;通過建立棋子的影響模型、力學模型以及度量公式,將棋子向棋盤其它部分輻射的影響量化,從而判斷對弈雙方的影響地域。
關(guān)鍵詞:計算機圍棋;勝負判斷;影響模型;勢
Abstract
Computer Go is an important branch of Computer Game research, and it is also an hotspot of Artificial Intelligence. Computer Go has been attracting lots of researchers and has brought remarkable social and scientific influence in the meantime. On one hand, because the moves in Go are not only manifold but also complicated, which makes it a more difficult work in Computer Go programming. On the other hand, it has brought Artificial Intelligence many new methods and theories. At the same time, Computer Go has been involved in many cross-disciplinaries such as Go, Computer, Mathematics, Biology, Logics, Strategics, Education, Psychics and even Philosophy. Consequently, its development has important research value and applied value.
The paper mainly introduces the background, functions to be completed and the development procedure of the system. It presents the rules of victory judgment, the classic influence model and the current situation. The Go Playing System is built by Visual Basic 6.0 and includes many functions such as new game, load game, storage game, settings, undo, redo, victory judgment of the two sides, show influence and formulized series of moves. It can help Go enthusiasts to make competition of human-to-human.
Both of the victory judgment and situation analysis subsystems are needed sections of human-to-human Go Playing System, and they will all be foundations of the human-to-machine Computer Go System in the future. In the process of implementation, the system can obtain the result by building the record adscription of every point. The paper builds the influence model, mechanical model and measurable formula. It is constructed to quantify the influence that stones make and estimate the areas of the two players.
Key words: Computer Go;victory judgment;influence model;force
計算機圍棋是計算機博弈研究的一個重要分支,是當前人工智能研究的熱點之一,一直以來吸引著大量的研究人員,產(chǎn)生了較大的社會影響和學術(shù)影響。由于圍棋變化復雜、棋理深奧,是一種高智能的活動,因而圍棋的計算機博弈設計難度較大,同時計算機圍棋熱點問題的研究為人工智能帶來了嶄新的方法和理論。計算機圍棋的研究和實現(xiàn)需要多門學科的知識交叉,至少會涉及到圍棋、計算機、數(shù)學、生物、邏輯學、軍事學、教育、心理學乃至哲學等領域,因此其發(fā)展具有重要的研究價值和應用價值。
論文主要介紹了圍棋對弈系統(tǒng)中勝負判斷與局面分析功能子系統(tǒng)具有的功能,論述了子系統(tǒng)的開發(fā)和實現(xiàn)的過程,同時對圍棋勝負判斷的主要規(guī)則、計算機圍棋中計算勢的幾個經(jīng)典模型以及計算機圍棋發(fā)展的現(xiàn)狀進行了闡述。通過Visual Basic 6.0可視化開發(fā)工具實現(xiàn)了圍棋對弈系統(tǒng),該系統(tǒng)具有新局、繼續(xù)以前局、存當前局、設置、回手、復盤、判斷勝負、顯示勢力、顯示定式等功能,能夠輔助圍棋愛好者進行“人-人”圍棋對弈。
圍棋勝負判斷與局面分析功能子系統(tǒng),是圍棋對弈系統(tǒng)的一個重要組成部分,并為“人―人”圍棋對弈系統(tǒng)向“人―機”圍棋對弈系統(tǒng)發(fā)展打下基礎。在實現(xiàn)過程中,通過建立棋局的記錄來判斷棋盤上每一點的歸屬,從而確定雙方地域,故能夠?qū)μ岬羲雷雍蟮慕K局棋盤進行判斷勝負;通過建立棋子的影響模型、力學模型以及度量公式,將棋子向棋盤其它部分輻射的影響量化,從而判斷對弈雙方的影響地域。
關(guān)鍵詞:計算機圍棋;勝負判斷;影響模型;勢
Abstract
Computer Go is an important branch of Computer Game research, and it is also an hotspot of Artificial Intelligence. Computer Go has been attracting lots of researchers and has brought remarkable social and scientific influence in the meantime. On one hand, because the moves in Go are not only manifold but also complicated, which makes it a more difficult work in Computer Go programming. On the other hand, it has brought Artificial Intelligence many new methods and theories. At the same time, Computer Go has been involved in many cross-disciplinaries such as Go, Computer, Mathematics, Biology, Logics, Strategics, Education, Psychics and even Philosophy. Consequently, its development has important research value and applied value.
The paper mainly introduces the background, functions to be completed and the development procedure of the system. It presents the rules of victory judgment, the classic influence model and the current situation. The Go Playing System is built by Visual Basic 6.0 and includes many functions such as new game, load game, storage game, settings, undo, redo, victory judgment of the two sides, show influence and formulized series of moves. It can help Go enthusiasts to make competition of human-to-human.
Both of the victory judgment and situation analysis subsystems are needed sections of human-to-human Go Playing System, and they will all be foundations of the human-to-machine Computer Go System in the future. In the process of implementation, the system can obtain the result by building the record adscription of every point. The paper builds the influence model, mechanical model and measurable formula. It is constructed to quantify the influence that stones make and estimate the areas of the two players.
Key words: Computer Go;victory judgment;influence model;force