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Development of an Artificial Intelligent Software Agent using Artificial Intelligence and Machine Learning Techniques to play Backgammon Variants
KTH, School of Electrical Engineering and Computer Science (EECS).
KTH, School of Electrical Engineering and Computer Science (EECS).
2018 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Artificial Intelligence has seen enormous progress in many disciplines in the recent years. Particularly, digitalized versions of board games require artificial intelligence application due to their complex decision-making environment. Game developers aim to create board game software agents which are intelligent, adaptive and responsive. However, the process of designing and developing such a software agent is far from straight forward due the nature and diversity of each game. The thesis examines and presents a detailed procedure of constructing a software agent for backgammon variants, using temporal difference, artificial neural networks and backpropagation. Different artificial intelligence and machine learning algorithms used in board games, are overviewed and presented. Finally, the thesis describes the development and implementation of a software agent for the backgammon variant called Swedish Tables and evaluates its performance.

Abstract [sv]

Artificiell intelligens har sett enorma framsteg inom många discipliner de senare åren. Speciellt, digitaliserade brädspel kräver implementering av Artificiell intelligens då deras beslutfattande logik är väldigt komplex. Dataspelutvecklarnas syfte och mål är att skapa programvaror som är intelligenta, adaptiva och lyhörda. Dock konstruktionsoch utvecklingsprocess för att kunna skapa en sådan mjukvara är långtifrån att vara faställd, mest på grund av diversitet av naturen av varje spel. Denna avhandlingen forskar och föreslår en detaljerad procedur för att bygga en "Software Agent" för olika slags Backagammon, genom att använda AI neurala nätvärk och back-propagation metoder. Olika artificiell intelligensoch maskininlärningsalgoritmer som används i brädspel forskas och presenteras. Slutligen denna avhandling beskriver implementeringen och utvecklingen av ett mjukvaru agent för en backgammonvariant, närmare bestämt av "Svenska Tabeller" samt utvärderar dess prestanda.

Place, publisher, year, edition, pages
2018. , p. 42
Series
TRITA-EECS-EX ; 2018:743
Keywords [en]
Artificial Intelligence; Neural Network; Software Agents; Reinforcement Learning; Backgammon; Swedish Tables
Keywords [sv]
Artificiell intelligens; Neuralt nätverk; Mjukvara agenter; Förstärkande lärande; Backgammon; Svenska tabeller
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-251923OAI: oai:DiVA.org:kth-251923DiVA, id: diva2:1317496
Subject / course
Information and Communication Technology
Educational program
Bachelor of Science - Information and Communication Technology
Supervisors
Examiners
Available from: 2019-05-23 Created: 2019-05-23 Last updated: 2019-05-23Bibliographically approved

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