Chapter 6. Board Games AI

In this chapter, you will learn a family of algorithms for developing AI for board games:

  • Working with the game-tree class
  • Introducing Minimax
  • Negamaxing
  • AB Negamaxing
  • Negascouting
  • Implementing a tic-tac-toe rival
  • Implementing a checkers rival

Introduction

In this chapter, you will learn about a family of algorithms for developing board game techniques to create artificial intelligence. They are based on the principle of a game tree (graph) that spans as we evaluate a state and decide to visit its neighbors. They also take into account board games for two rivals. But with a little bit of work, some of them can be extended to more players.

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