Welcome to COSC329 AI Home Page
Puzzle programs
Lecture Notes on Game search
Lecture Notes on Game search
A C program for maze search. This is a program to demonstrate mouse intelligence.
This is a mouse intelligence program. This tries to find a Hamilton route to visit the 24 rooms on the (5, 5) floor with one square occupied by a staircase. This fails.
Similar to the above for a (6, 6) floor. This also fails.
This is an AI program. This tries to find a Hamilton route to visit the 24 rooms on the (5, 5) floor with one square occupied by a stair case. This program successfully declares that there is no solution.
Similar to the above for a (6, 6) floor. This successfully finds a route.
This solves the 8-puzzle by depth first search.
This solves the 8-puzzle by breadth first search.
This solves the 8-puzzle by breadth first search and reports the path to the goal. The initial configuation is different from the above example
This solves the 8-puzzle by heuristic h(n)=W(n), where W(n) is the number of misplaced tiles.
Game programs
This illustrates alpha-beta search. Static evaluations are at the bottom of tree. 99 and -99 are to show alpha cuts and beta cuts respectively.
This plays the tic-tac-toe game. Computer is the first player. This program searches the game tree to the bottom. It is a perfect game in the sense that if both players play carefully, the outcome is known. In this game, it is draw.
This plays the tic-tac-toe game. Computer is the first player. This program searches the game tree to a specified level.
This plays the Othello (Riversi) game. Computer takes the first move. Computer's pieces are "X" and yours are "O". "X" signifies black side of a piece, and "O" white. A player can overturn the pieces to his colour if he can sandwitch opponent's pieces.
Tutorial
Tutorial for AI part
Prof. Takaoka's address, CS Dept., Univ. of Canterbury, Christchurch, New Zealand
tad@cosc.canterbury.ac.nz