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c語言設(shè)計游戲—人工智能黑白棋.doc

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c語言設(shè)計游戲—人工智能黑白棋,25頁2.4萬余字目錄摘要......................................................................3abstract..................................................................3第...
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分類: 論文>計算機論文

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25頁2.4萬余字

目錄
摘要......................................................................3
Abstract..................................................................3
第1章 緒言...............................................................5
1.1研究動機...........................................................5
1.2主要研究內(nèi)容.......................................................5
第2章 黑白棋簡介.........................................................6
2.1黑白棋的歷史.......................................................6
2.2黑白棋游戲規(guī)則.....................................................6
2.3黑白棋戰(zhàn)術(shù)分析.....................................................6
第3章 黑白棋程序概況.....................................................7
3.1程序流程圖.........................................................7
3.2主要模塊簡介.......................................................7
3.3程序設(shè)計思路.......................................................7
第4章 游戲主界面.........................................................8
4.1背景設(shè)計...........................................................8
4.2游戲標(biāo)題..........................................................8
4.3游戲主菜單........................................................8
第5章 動畫過渡效果......................................................9
5.1百葉窗效果.......................................................10
5.2隨機線效果........................................................10
5.3隨機出現(xiàn)過渡效果..................................................11
第6章 漢字的顯示與移動..................................................12
6.1漢字點陣字模存儲模式..............................................12
6.2漢字點陣輸出方法..................................................12
6.3漢字移動技術(shù)......................................................13
第7章 人機對戰(zhàn)..........................................................13
7.1游戲初始化........................................................13
7.1.1初始化棋盤...................................................13
7.1.2初始化光標(biāo)...................................................14
7.1.3初始化分?jǐn)?shù)...................................................15
7.2用戶操作..........................................................15
7.2.1鍵盤掃描碼...................................................15
7.2.2控制光標(biāo)移動.................................................16
7.2.3落子判斷.....................................................16
7.2.4判斷游戲是否結(jié)束.............................................19
7.3電腦戰(zhàn)術(shù)分析......................................................20
7.3.1棋盤掃描.....................................................20
7.3.2判斷行動力...................................................20
7.3.3四角優(yōu)先戰(zhàn)術(shù).................................................21
7.3.4選擇最佳位置落子.............................................22
第8章 總結(jié)與展望.........................................................23
8.1總結(jié)..............................................................23
8.2前景及展望........................................................23
參考文獻.................................................................23
致謝.....................................................................24
附錄1 部分運行結(jié)果.......................................................25



摘要
人工智能是計算機科學(xué)的一個分支,它企圖了解智能的實質(zhì),并生產(chǎn)出一種新的能以人類智能相似的方式做出反應(yīng)的智能機器,該領(lǐng)域的研究包括機器人、語言識別、圖像識別、自然語言處理和專家系統(tǒng)等。“人工智能”一詞最初是在1956 年Dartmouth學(xué)會上提出的。從那以后,研究者們發(fā)展了眾多理論和原理,人工智能的概念也隨之?dāng)U展。
本文的研究工作在于利用計算機模擬人腦進行下黑白棋,計算機下棋是人工智能領(lǐng)域中的一個研究熱點,多年以來,隨著計算機技術(shù)和人工智能技術(shù)的不斷發(fā)展,計算機下棋的水平得到了長足的進步。
本文首先詳細(xì)介紹了黑白棋的游戲規(guī)則,和一些基本的戰(zhàn)術(shù),然后將這些戰(zhàn)術(shù)編寫成代碼存儲在計算機中,使計算機在對弈過程中,可以靈活的運用這些戰(zhàn)術(shù)。
該程序主要運用的戰(zhàn)術(shù)有削弱對手行動力戰(zhàn)術(shù)、四角優(yōu)先戰(zhàn)術(shù)、最大貪吃戰(zhàn)術(shù)。在游戲開局和中局時,程序采用削弱對手行動力戰(zhàn)術(shù),即盡量減少對手能夠落子的位置;在游戲終局時則采用最大貪吃戰(zhàn)術(shù),即盡可能多的吃掉對手的棋子;而四角優(yōu)先戰(zhàn)術(shù)則是貫穿游戲的始終,棋盤的四角為穩(wěn)定角,不會被對手吃掉,所以這里是兵家的必爭之地,在阻止對手進角的同時,自己卻又要努力的進角。
文章的最后,對全文進行了總結(jié)和分析,并展望了人工智能計算機下棋在計算機領(lǐng)域和其他一些領(lǐng)域的前景與應(yīng)用。
關(guān)鍵詞:人工智能 行動力 掃描
Abstract
The investigate work of this text if use the computer to simulate the human intelligence to play the game Reversi,the computer play the chess is a hotspot of the investigate of intelligence field,after years,go with the uninterrupted development of the computer technic and the intelligence,the level of the computer play the game is go-ahead greatly.
this text details the rules of the game Reversi, and some basic tactics, Then compiled basic tactical code and stored in the computer, so the computer will choose a more reasonable position to play the chess when play the game.
This program primely adopt the tactics that weaken the action strength of opponent.four corners priority tactics、the most edacity tactics.at the beginning of the game and the middle of the game,the program adopt weaken the action strength of opponent,namely reduce the positionn of the opponent to play the chess mostly;at the end of the game we use the he most edacity tactics,namely to eat up the chess of the opponent to the best of one's abilities;the four corners priority tactics is run through the whole game,the four corners of the chessboard are stabilization corner,can't eated up by the opponent,so here is the most important position of player to contest,at the same time of prevent opponent to put the chess in the corners of the chessboard,we make great efforts to put the chess in the corners.
The end of the article,we summary the whole text.Prospects the prospect and the application of artificial intelligence at the field of computer chess and other areas.
Keywords:artificial intelligence action strength scan



參考文獻

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