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http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/97057完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 薛智文 | zh_TW |
| dc.contributor.advisor | Chih-Wen Hsueh | en |
| dc.contributor.author | 杜宗顁 | zh_TW |
| dc.contributor.author | Tsung-Ting Tu | en |
| dc.date.accessioned | 2025-02-26T16:15:19Z | - |
| dc.date.available | 2025-02-27 | - |
| dc.date.copyright | 2025-02-26 | - |
| dc.date.issued | 2025 | - |
| dc.date.submitted | 2025-02-10 | - |
| dc.identifier.citation | Bo-Nian Chen, Bing-Jie Shen, and Tsan-sheng Hsu. Chinese dark chess. ICGA Journal, 33:93-106, 2010.
Murray Campbell, A.Joseph Hoane, and Feng hsiung Hsu. Deep blue. Artificial Intelligence, 134(1):57-83, 2002. John P. Fishburn. Another optimization of alpha-beta search. SIGART Bull., (84):37-38, April 1983. Donald E. Knuth and Ronald W. Moore. An analysis of alpha-beta pruning. Artificial Intelligence, 6(4):293-326, 1975. Judea Pearl. The solution for the branching factor of the alpha-beta pruning algorithm and its optimality. Commun. ACM, 25(8):559-564, August 1982. Judea Pearl. Heuristics: intelligent search strategies for computer problem solving. Addison-Wesley Longman Publishing Co., Inc., USA, 1984. Arthur L. Samuel. Programming computers to play games. volume 1 of Advances in Computers, pages 165-192. Elsevier, 1960. Jonathan Schaeffer and H.Jaap van den Herik. Games, computers, and artificial intelligence. Artificial Intelligence, 134(1):1-7, 2002. Claude E. Shannon. Xxii. programming a computer for playing chess. The London, Edinburgh, and Dublin Philosophical Magazine and Journal of Science, 41(314):256-275, 1950. 謝政孝. 暗棋中棋種間食物鏈關係之探討與實作. 碩士論文, 國立臺灣師範大學資訊工程學系, 2010. 陳君平. 暗棋殘局庫對審局函數之改良. 碩士論文, 國立臺北大學資訊工程學系, 2024. | - |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/97057 | - |
| dc.description.abstract | 電腦對局是一個被研究多年的領域,許多知名演算法(如 alpha-beta 剪枝與蒙地卡羅樹搜尋)均與此領域相關。
本論文所使用的暗棋程式 Yahari 採用 minimax 演算法結合 alpha-beta 剪枝進行搜尋。minimax 演算法的表現高度取決於審局函數的品質。目前,Yahari 的審局函數主要依據子力價值進行評估。在遊戲中期,由於子力交換頻繁,該方法能夠提供良好的判斷。然而,在遊戲後期,子力變動減少,僅考慮子力價值已不足以準確評估局勢,因此需要考慮額外因素。本論文將探討如何透過棋型結構來改良審局函數,以進一步提升程式的對局表現。 | zh_TW |
| dc.description.abstract | Computer games have been a well-studied field for many years. Many famous algorithms, such as alpha-beta pruning and Monte Carlo tree search, are closely related to this domain.
The Chinese dark chess program used in this study, Yahari, employs the minimax algorithm combined with alpha-beta pruning for its search engine. The effectiveness of minimax heavily depends on the quality of an evaluation function. Currently, material value is the main factor considered in Yahari's evaluation function. This performs well in the middle game since piece exchanges occur frequently. However, in the endgame, as piece exchanges decrease, considering only material value is insufficient for an accurate evaluation of the position. Therefore, additional factors should be taken into consideration. This thesis explores how to improve the evaluation function by incorporating piece positional structure to further enhance the program's performance. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-02-26T16:15:19Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2025-02-26T16:15:19Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | 摘要 i
Abstract ii Contents iv List of Figures vi List of Tables vii Chapter 1 Introduction 1 Chapter 2 Background 3 2.1 Rules of CDC 3 2.1.1 Initial Setup 3 2.1.2 Movement 4 2.1.3 End of the Game 7 2.2 Algorithms 8 2.2.1 Minimax Algorithm 8 2.2.2 Alpha-Beta Pruning 8 2.2.3 Evaluation Function 9 Chapter 3 Related Works 10 3.1 Material Score in Evaluation Functions 10 Chapter 4 Methodology 12 4.1 Reasons for Considering Piece Positional Structure 12 4.2 The Format of the Evaluation Function 13 4.2.1 Factors to Consider within Piece Positional Structure 14 4.2.2 The Distance between Predators and Preys 14 4.3 Implementation of the Evaluation Function 15 4.3.1 Notation 15 4.3.2 Building the Ranking Table 16 4.3.3 Computing Distance Score - Ver1 17 4.3.4 Computing Distance Score - Ver2 19 Chapter 5 Experiments 21 5.1 Experiment Settings 21 5.2 Notation 22 5.3 Results on the Specific Positions 22 5.4 Results on 10000 Games 25 Chapter 6 Conclusion and Future Works 27 6.1 Conclusion 27 6.2 Future Works 28 References 29 | - |
| dc.language.iso | en | - |
| dc.subject | 棋型結構 | zh_TW |
| dc.subject | 暗棋 | zh_TW |
| dc.subject | alpha-beta 剪枝 | zh_TW |
| dc.subject | 距離 | zh_TW |
| dc.subject | 審局函數 | zh_TW |
| dc.subject | evaluation function | en |
| dc.subject | piece positional structure | en |
| dc.subject | distance | en |
| dc.subject | Chinese Dark chess | en |
| dc.subject | alpha-beta pruning | en |
| dc.title | 暗棋審局函數的設計及實作 | zh_TW |
| dc.title | Design and Implementation of Evaluation Functions for Chinese Dark Chess | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 113-1 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.coadvisor | 徐讚昇 | zh_TW |
| dc.contributor.coadvisor | Tsan-Sheng Hsu | en |
| dc.contributor.oralexamcommittee | 陳志昌;張紘睿 | zh_TW |
| dc.contributor.oralexamcommittee | Jr-Chang Chen;Hung-Jui Chang | en |
| dc.subject.keyword | 暗棋,alpha-beta 剪枝,審局函數,棋型結構,距離, | zh_TW |
| dc.subject.keyword | Chinese Dark chess,alpha-beta pruning,evaluation function,piece positional structure,distance, | en |
| dc.relation.page | 30 | - |
| dc.identifier.doi | 10.6342/NTU202500577 | - |
| dc.rights.note | 同意授權(限校園內公開) | - |
| dc.date.accepted | 2025-02-11 | - |
| dc.contributor.author-college | 電機資訊學院 | - |
| dc.contributor.author-dept | 資訊工程學系 | - |
| dc.date.embargo-lift | 2025-02-27 | - |
| 顯示於系所單位: | 資訊工程學系 | |
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