Open navigation menu
Close suggestions
Search
Search
en
Change Language
Upload
Sign in
Sign in
Download free for days
0 ratings
0% found this document useful (0 votes)
33 views
53 pages
RMT Unit 4
Uploaded by
Yasar Arafath
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Download
Save
Save RMT Unit 4 For Later
0%
0% found this document useful, undefined
0%
, undefined
Embed
Share
Print
Report
0 ratings
0% found this document useful (0 votes)
33 views
53 pages
RMT Unit 4
Uploaded by
Yasar Arafath
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Carousel Previous
Carousel Next
Download
Save
Save RMT Unit 4 For Later
0%
0% found this document useful, undefined
0%
, undefined
Embed
Share
Print
Report
Download now
Download
You are on page 1
/ 53
Search
Fullscreen
CUR Buch game & | a He plays & aac & ey Zaro- Sum game. an Nen-tero. Site otterutse the game & calls game - Estersatos Cieore + Zeno Sum garres vats 2-playorr ore Called Aectomgulon gore, Th eh cote the dow (geo ob em Payer 2 enacily aud b Be gain Chom Dab Ate Then. Payoff tmatrix: | whe. gains geaullang oeal shes poten Bee, “Biven game cm be Aeprenen bel in he made’ wn tk tb called pay-off mate's,ons 2 aropeld at REPRE oo - as a /Moin characterise “oh Gjpma.” Troon « g aa: Powors or groups Paysra Ane game. 2.|No. oh ackvites which moy be Baile or inhib 3. Type of Shraleyy Al Bach Player has a roof altisnahve avelabte pers = Pekelom blag, ib eg i i 5. The amount of 9 forma Hen about te post laeHu lier of otha, pl ‘Nor in Pintle , ge oo Plager, ib, may be Compleat or vse ) oF Oy Nona.Saddle Pofar : | A Aaddle paint of a payoPe ence that posirion Jn the paete ma tna shone Maximum | ww Minima Cancsos With the minimum ofr dhe Column maxima. Yale sh tte gone) Te payey ak e er : ° Saddle point ie anlled Value of Re. A game & Zoid be be Pao. Uy Oy See A game is 4aid Almety dateaminable count2, Sdlve tte Pallowing gpson + = Maxima =) Value. of me sane Te pe Ga, oy mes teas = SS ee Qe ia io vy 2o 1S ib 3 Ma) Soe ola es lo Ms} 40 2 Ge “\-s # ° °} 4 Sols | Bippiréan 0, | Moy Row Minimum “i Plone ome aoe Rac: yo Vo a aA s lo = m MAE eet ome oe Ep af — Manmin c12 = Minima » | ANS amo ° -5 thd pag } 1 & hWaximum fo IS (2 35 JWEtay, Shddle point = Cured, Ete) Tee ae :let He pay off matrix Corres ponding, te axa hue peuon Teno Sum gam Her flayen A B, Ba A Gy A ole ca) ae optimum mate) stredaqias Ore A A pres a> “a nos 4, a Whae ao seo b . ———_—_, | = 1S ae (a, +9,,) -(ia+a2)) Cag — Aa , = Cay 49a) — (aon) Qe, — Airey (naan) Cre 9a) Val ue oh He me \ aEB pearte. Basak! Maximin = Mink = There t2 No Aoaddle peor. i = ‘ Bene we wore) mixed Strahegy ( Oy 5 ( ae ) iat Oa 2 a Pp. San ~ Ary Ve Fe ova (Qn tan) — Can tan) 3-3 W I Q als (a4 -(649) Sa he 3), eo el eee 4 5 | | | ' | Goo — Ae vie A Sen = Sis 1 (an + oa2) =CAy3. 4924) ‘ vie s@h joee Sp Pee pre see Slt +~ - | Selva tre following gamer * ® Woe Gy PcaMaximnin = —\ - Minimax = O. No Aaddle hotor poe tire mexecf Stratige , P A 2 -) Cae Gaal eerie, Q@an — Ay Cie (4.4%, o-) ~ Ge) ~(-1 463) ' \ eee a Abe | |f Shiny By A, “erage ‘MAL Ae eS emer Sa = Peps Sa = a, | | Al 4 B es Ree PO Ole -( ’ oy). — (ana. - Canaan) Cau +23) — Cayton) | ent | 4 | Cee Ae + Mddmant Method (% Bolve nan eos a dcr!) Corarin crete’) [Bx* Solve Re Following Jame by odaleredts treed Player (F ees asPoyere mahic , ~2ydo2 TRL > lb4+t2=28. WThe Qugmantac! Roe oddimente- = ae 40 (= ae an a a ae 28 22 4o {32 ] optimum Shelegain One, Ba: Rowe player = 7 ae! a co eyeoh. Fin cH ls is el De aaah as bo-§ aod =o ae esa ee , }Sclver-Ha- Fellowing geome by Odderanta mitted * Player B =v as ‘ a] sie he Falewtng ana gama by te malhed obte) Agh ovo ny i eee homirntan You. 4 Ws) zy a Ese Va want ob column oe Apsate, hom or quek f& Me Comes pena clomenk oe amy othe, Column, Sou yh en kM Column & dominatza) by FR lumn, Bern te dont) cluce, i) ie) Th Bore Unser Cesena tory of Semele dominates (* Bein ha gu Ninn ety bee ALS Sonilaly be Column, Following | game. Using plominginia B\ IoD wY abe, Rte Ke 9 By ae a 3 Vela Whe 6, 52) nak tolume Th. {=e 7 Hew we tan nollapply seane pags Pe wir. | Bi nan oe | Strategy , | an Ain ' on el Ce pee Qa. - Gay is 16 © (Gu saa2) Canta) QD Se aD Sate ae 2 Gar ~ An ; 259 oF 22» Au Aaa ~ Aaa, Gaus ch,) Can, F.912,) Sdve tre Pall peo fs & i & s B\-4 -2 cures na Se donee 4 at 5 ae zw $ 2 4 G ° oland ( Ros A Des Aw Conavatan ds axis TL cmd ee Vea ically a the, porn. Axis I f He Tn Be o & a 4 er “ed a | Maxtmin Lins Band Ba, The Asclucesl 2x2 game, On Ae ( aS Oo, ie ooNee wi 20M = Bate Cautaa\ — Oa 42x) = pc Ploeg pellet Pp ° ‘ le B 4 eR cally Ploye A ( i \ ry Ay a i, ° ' To Bolve He 2x2 Game by Wang mrunsel She oe Aa, Ay F en an) = Can tou) 2-0 = = =e Pee ee ee Ss to(8) sheaay Pe Quint { Sam we gg = oka ty Bs Tag 8 DEED | vor aan — An Oa): | Canta) - Cant) 2Ho ; ve Wa Following games Graphically - | 2c fasiece 4. Sree F 3 see oe | : liar 3 i of | ) a s a Plege gS: ae a | Plenjer A \ =\ oe eo Player & ( f i oad ) (> | Plas, A | top) Playa 8 (a oa ee )i} ee OPgas Ronimas “2tNe pbyc/bod Bae The Aacluwol 2x2 game e Ca) Uping mixed Atrategy 6 dove He gama M%a- Aas o- + ne . "Qu teade Cesena [Red] nen angeM2 Ay — Fy Aa, me i | (Git 94) —Cay +4, sapn| | o-1b 3 Oar ea | a oePesai es ~Glumn max: 18 a 1 2. Be minimax FF Move'min , Shales Usk Rai acts pork. +, Bolue He glen pay-off oahtr , wring cbomina propels , Poles ta, CoimiPates by Ginn a ar Column Wk clominabd by. Golurmn | Rime Comil=| Wola LT ancl oslumnaie Poy eff matry &| | | minimax dling & Barend Bigg | e | Rehucde pry eff matsx | pido i Bf 7 | by 6 2 Using mired dhaliy t Whe Doceducd 2x2 Game. a-6 -4 & Qa, ~ Fay 2 a 2 Pe (G44) —(an ti) $a ee Poe t-P, - & = 9-¢ 51. Solve te fellow ing eke Poyes, B ae > eae Plas A‘ G dominates Offa, row or Column, Z Jos eo J tel & r + ° = ° + ° 2% Row Tt dominatad by Row i. omr Row TZ. Reckucocl payoff ma tnx te a ) i) = wT D(a eu Be TOS ae at 20) le) |; O. pakoe 28: column 7 te dominatit by columa Te tomit column 7, Rackeitect...fessoth. math je RY (ahS 2eeG Bi\ 23 tee ° Wi Gomme Th te above matsx no Single, row or aa éwe ae ayoff machin Oe ae aD w DB Be Tye ks yo (ORs 2) By using graphical method & Solve the 2 Pye man \ cheote tur axis TI and axon ard plot — +e pook.Cie 1-2 Ga, — Oe da Can +432) — CairtO2)) ci-Zet. Neg aa ane -0© 2 Ay Bag ~ Me 27 as Peak < 78k a ead Ta G, +422) Cia +42) Straleqy Fr player A Py PRY) _ 4) 3 ay sa Cp, pacee ae Strategy Fer player 8 tees o KS 2 (olin qeA Sequencing Problem Let there be ‘n’ jobs and each job has to be processed on ‘m’ Machines m,, My,.....My, . The order of the machines in which each job has to processedis given. Also the time required by each job on each machine is also known. They the problem is to determine the sequence of the jobs to be performed which minimises the total completion time of all the jobs. Let Jy, Jy, J3,....J,, be ‘n’ jobs. Let each job be processed on the machines m;, M,,IM3, .....m,,. Let ‘T’ be total time elapsed from the start of the first job to the completion of the last job. The sequencing problem is to determine for each machine the sequence (i, iy ysondy) where (i, in yin) is a permutation of the integers (1, 2, .... m). Here we shall consider the following types of sequencitg problem. (1) ‘n’ jobs are to be processed on two machines A and B; all jobs to & processed and each job has to be processed in the given order AB. / (2) ‘n’ jobs are to be processed on three machines A, B and C and each "- has to be processed in the given order ABC. ing (3) ‘n’ jobs are to be processed on ‘m’ machines, machine order Pe¥* specified (4) 2 jobs are to be Processed on ‘ the machines in a given order, same for each job. , . . .
maximum B;. Inthis problem, minimum A; =5 Maximum B; = 5 Minimum C; = 3 “. The condition minimum A; > maximum B, is satisfied. -. We can convert the problem into 5 jobs and 2 machines problem and adopt the earlier procedure to find the sequencing of. Jobs and the minimum total elapsed time. Let us create two machines G and H such that G,=4,+B, and H,=B,+C, “. The problem can be treated as follows: ae : in 10 Min(G,, H,)=5 (Job 1, machine 4) *. Allot job 1 last. La |Min(G,. H,) =9 (Job 3, H) Allot job 3 just before 1. Gis, GI Delete job 3. - Allot the remaining job 4 in the vacant place. The sequencing of all the jobs is BEE) To find minimum total elapsed time 15 22 32 37 40 The minimum total elapsed time ‘The idle time for machine A The idle time for machine B The idle time for machine C 40 hours = 8 hours = 2Zhours as =. 42 hours————______ 1233 ative Sol in : me that the following sequence of jobs is also an alternat hove problem. a eels) ive solutions to Idle Time Time in Time out c ‘ 8 15 8 ; 15 2 z i 21 26 6 32 A : 27 31 32 37 - i 32 34 37 40 _ Total Wote this is also an alternative optimal solution (5[214[3[1] Example 13 : _ : Find the sequence that minimises the total time in hours required to camplete ie following jobs on three machines. : Job 1233 4 567 Machine I 49 8 5 10 $9. 8 Machine]: 5.4 3°96 25°57 4 Machine III 7 8 6 12 6 7 13 What is the minimum elapsed time? lution: Minimum on machine] = 4 Maximum on machine Il = 6 Minimum on machine II] = 6 Here minimum machine III > maximum machine II. “. We can reduce this problem into 2 machine problem. ‘4G = MI-+ MII; H = MIL + MIII ITs 374 (Sl olisiay Hh 12 Minis sa 12 | 12 @aln12.34 ———— ming, H)=8 », Allot job Sat the last. From the rest of the jobs, Min(G,, H,) =9 (ob 1, G) « Allot job | as the first job. 4 p From the rest, Min(G,, H,) =9 (Job 3, H) =, Allot job 3 just before 5. 1 3 From the rest, Min(G,, H,) = 11 (Job 4, G) 1) 4 3 From the rest, Min(G,, H;) = 12 (Job 6, H) -, Allot job 6 just before job 3. 1)4 613 From the rest, Min(G,, H;) = 12 (Job 7, G) ~. Allot job 7 just after 4. oo fob 5, machine H) Via 6 3 5 From the rest, we can fill job 2 in the vacant place .. The sequencing of the jobs is (1[4[7]276 3 5 Jgencing of Jobs | Sed! jofind minimum elapsed time and idle time 12.35 Machines :. The minimum elapsed time is 68 hours The idle time for machine I is 15 hours The idle time for machine II is 39 hours The idle time for machine III is 9 hours Note : There are also alternative solutions to this problem. Example 14 Find the sequence that minimises the total time required to complete the following tasks which go through the machines I, I] and III in the order I - I — III. Task : A BC OD EF G MachineI : 3 8 7 4 9 8 7 MachineII : 4 3 2 5 1 4 3 MachineIII : 6 7 5 11 5 6 12 Also determine the total elapsed time and the idle times of the machines. Solution: Min(M,) = 3 Max(M,) = 5 Min(M;) =5 -. Min(M,) = Max(M,) -. We can convert this problem into 7 jobs and 2 machines problem. G=M,+M, H=M,+M,Ho. 10) Min(G,. H,) = 6 (Task E, machine H) Allot task E last LITTLIE] Then delete task E. From the rest, Min(G,, H,) = 7 (Task A, G) ~ Allot task E last. (AL TT TT TE Delete A From the rest, Min(G,, H,)=7 (Task C, H) ~ Allot task C just before E. L | CIE Delete C. From the rest, Min(G,, H,) = 9 (Task D, G) ©. Allot task D just after A. TT TICE Delete D. From the rest, Min(G,, H,) = 10 (Task F, H) ©. Alllot task F just before C _ Delete F AID] | JrTe eel From the rest, Min(G;, H,) = 10 (Task G, machine G)bs sencing of 10 __ _ 12.; sean —aplot task G just after D. pelete G. (Al p[c] JF[cye] rom the rest, Wecan fill the vacant place with the task B The sequencing of the jobs is pa[o [GBI FI Cle] Minimum elapsed time and the idle time Idle Time :. The minimum elapsed time = 59 hours Idle time for machines M, = 13 hours M, = 37hours M, = 7hours Note: Alternative optimal solutions are also possible.— ing of Jobs yenci 12.45 jxample 19 : : solve the following sequencing problem of jobs on six machines _.. 6 in the order M,, Mg, ...... Mg. Processing times (in Mj i= 1, 2, « ) are given below: Machine Jobs M, M, M, M, M, M, A 18 8 2 10 25 B 17 6 9 6 8 19 c in 5 8 5 7 15 D 20 4 3 4 8 12 solution: rocessed on 6 machines. For converting 4 jobs which are to be p There are his into 4 jobs and 2 machine probiem, we have to test the criterion for this. Now, MinM, =11 Min Mg = 12 Max(Mz,M3, Ma, Ms)=10 Min (M,) 2 Max(M;, M3, Ma, Ms) ‘Also Min (M,) = Max(M2, M3, My, Ms) Even if one of this conditions is satisfied, we can conve machine problem. G=M,+M,+M3 rt this problem into a $M, +M; H=M)+M3 +Mg+Ms +Mo Jobs aTB CID] | Machine G | 45 46 | 36 | 39 Machine H | 52 | 48 | 40 |GD Min (G, H) = 31 (Job D, machine H) -. Allot job D last. 1D | oe) Delete Job D.1246 nO ~ — = z tes, ~ E 4 Jobs | A z © “G | 45 | 52 | 48] 40 Min (G, H) * 36 (Job C, machine G) Allot job C first. felt I Delete Job C. Min (G, H) = 45 (Job A, machine G) -, Allot job A next to Job C. [c]A D -, Finally atlot job B in the vacant place. -. The sequencing of the jobs is (CyA]B[D Idle time 14] 9} 6 Toa Peper ey aT i Urs ‘ Idle time for the machines are M, = 46 hrs.; M = 87 hrs: M = gi hs: ee 3 M, = 87 hrs.; M= 52 7 e hrs.; M.= Example20 e741 hrs, . The minimum elapsed time = 112 ho Two jobs are proces i sed 01 . J order of these jobs on a ines A,B,C and D. The technolo lows: ‘Jobl A 8 Cc BE BA °a of Jobs “an in — ' setae are given in the following table. —_——— Machine | A | B/C | D joo! |4/6/7/3 job2 |4/7| 5/8 the optimal sequence of jobs on each of the machines. rind o 20 Jobt A 4 8 10 c 7 Total minimum elapsed time = Processing time on Job 1 + Idle time on job 1 =20+6=26 (or) = Processing time on job 2 + Time on Job 2 =24+2=26 Example 21 There are two jobs to be processed through four machines A, B, C and D. Prescribed technological orders are Job 1 : ABCD ; Job 2 : DBAC12.48 Processing times in hours are given in the following table Job Machine : : m8 Cc 5 1 2 4 5 1 2 6 4 2 3 Calculate the total minimum elapsed time to complete the tw, : Jobs, A 2 B Cc 1D Minimum total elapsed time = 12 + 6 = 18 hours, Example 22 Use graphical to method to minimum time needed to process the followin8 < on machines A, B, C, Dand E. Find the total time phe to complete ban? Also find for each job, the machine on which it should be process®41 Sequence : Time (Hrs.) : Job2 Sequence _Ti e(Hrs.) + > . Go z >< 5 é oO 2 1 pe Total elap sed time = fe Total processing time on job 1 + Idle time on j = 13+6=19 onyob? = Total processing time on job 2 + Idle ti ; Pampte 23 = 15+4=19. , — . Use inbs ap @r@Phic m and 5 Machines on. find the minimum elapsed total time sequence , when we are given the following information: al7 = oN Job | (rents) ; 4 al (ras) 465 7 ; ‘Solution: we e oh « az * «4 ep a) A ‘Total elapsed time for job 1 = N43. ‘Total elapsed time for job 2 =12.51 3 of Jobs nas ett >The Travelling Salesman Problem on roblem of a salesman visiting n cities. Suppose he starts from cons city. Then the number of ways in which he can visit other cities is uv interested in the sequence in which the sale: a )). But we are I 7 i) cities so that : ed as an assignment problem. Let Cy be the distance from city / the total travelling distance is minimum. This problem formulat : et gt . ‘es between the various cities are given in the following 1. The distanc p cid pe A, Ay Aye An A f® 2 O13 + Sn au oe 2. Cop, Ay [es 32 Ce Oe Ay \&n, Sm . cod 7 : me ity i to city i. To avoid such visits we (1) The salesman cannot visit + from cil we Ge PEL, Byer . - sited. (2) no city is visited more than once until all the cities are visit i bev om ect ; a » ene tthe aesman mares econ ind 4y=0 sree ath alean dost ap dc emo" 10! =12 a Then the travelling salesman problem is to determine %y-' / hich minimizes the total distance. | 5 5 qa zz), > Gy | jel yal fet it to the condition . 2) xy=l 0_—__—S—— 1282 - Stat, n n STN Yael ae os on pel ” lem can be for i lesman problem can be formulateg Thus a travelling sal : an a problem and so we apply the assignment technique to solve a travel ‘a problem. : ley The optimal solution to the assignment problem can be taken as bay the optimal solution to the travelling salesman problem. ty If the optimal solution to the assignment problem also Satisfies the reg. of the travelling salesman problem them this solution isalso the optim Pe to the travelling salesman problem. If it does not satisfy the Testrctons ye. the next higher element to zero in the final table and start from here ch zero as far as possible in other places to get the optimal solution to the rb This idea is illustrated in the following examples. Example | A travelling salesman has to visit 5 cities. He wishes to Start from a pari city, visit each city once and return to his starting point. The travelling xg each city from a particular city is given below. To City ABCDE 4[x 4734 Bla x 634 FromCity © | 7 6 X 7 5 D\3 3 7y¥ 7 ied Sey What is the Sequence of visit of the salesman so that the cost is mini ; (ICWA Final Jumyr cil of Jobs _ 383 wt eh (oA, Bto B, etc. is not possible we take elements corresponding sin wo, aces #5 yon? vf A AY B ¥ y c , D E coon 8g oon g i] Subtract the least element of each column from all the elements of that column. and hence draw the minimum the least uncovered element. id it with the elements at the - lis not pose; of tae to get the solution at step II it fom A dae all the zeros. Choose ion and lea the uncovered element, adi ve other elements unaltered.The sequence of visits of the travelling salesman in this optimal assig, is A> B-» D- A which is not possible. Since the salesman visits A ’ before visiting C and E. / For the next best solution suppose we allot A to E (choose 1), the next element to O in the final table). Then the allotment could be A+E+C>B>D3A This is a sequence where in the travelling salesman visits all cities oa before coming back to A. Hence this is the optimal solution to the ta salesman problem.
You might also like
Unit 4 - (Part B) Game Theory
PDF
No ratings yet
Unit 4 - (Part B) Game Theory
51 pages
Game Theory and Queuing Model
PDF
No ratings yet
Game Theory and Queuing Model
39 pages
Introducing Game Theory and Its Applications ELIOTT MENDELSON DANIEL ZWILLINGERpreviewpdf
PDF
No ratings yet
Introducing Game Theory and Its Applications ELIOTT MENDELSON DANIEL ZWILLINGERpreviewpdf
40 pages
Game Theory Draftj PDF
PDF
No ratings yet
Game Theory Draftj PDF
25 pages
H3 Game Theory SMU
PDF
No ratings yet
H3 Game Theory SMU
12 pages
Ai Unit 2
PDF
No ratings yet
Ai Unit 2
58 pages
Games On Graphs: (Version 1)
PDF
No ratings yet
Games On Graphs: (Version 1)
490 pages
Game Theory-Or Notes
PDF
No ratings yet
Game Theory-Or Notes
68 pages
Ai Unit 2
PDF
No ratings yet
Ai Unit 2
88 pages
Ai Unit 3 Notes
PDF
No ratings yet
Ai Unit 3 Notes
36 pages
Ch5 Game
PDF
No ratings yet
Ch5 Game
79 pages
OR Till Midsem
PDF
No ratings yet
OR Till Midsem
30 pages
Ai Unit 4
PDF
No ratings yet
Ai Unit 4
39 pages
Lec3-Adversarial Search
PDF
No ratings yet
Lec3-Adversarial Search
73 pages
Session 15-16 - Games Strategies
PDF
No ratings yet
Session 15-16 - Games Strategies
49 pages
Paper-Error Correcting Codes Derived From Cellular Automata Games
PDF
No ratings yet
Paper-Error Correcting Codes Derived From Cellular Automata Games
21 pages
Quant 2022
PDF
No ratings yet
Quant 2022
17 pages
Operations Research
PDF
No ratings yet
Operations Research
8 pages
Chapter1 2 NotesGTEGT
PDF
No ratings yet
Chapter1 2 NotesGTEGT
49 pages
Management Science Assignment
PDF
No ratings yet
Management Science Assignment
17 pages
Lecture 20 - Dynamic Programming For Computing Solutions To Recurrence Relations 5/15/19
PDF
No ratings yet
Lecture 20 - Dynamic Programming For Computing Solutions To Recurrence Relations 5/15/19
6 pages
Complexity Results For Some Classes of Strategy Games Fischer - Felix
PDF
No ratings yet
Complexity Results For Some Classes of Strategy Games Fischer - Felix
177 pages
Lecture 04 - AI For Game Playing
PDF
No ratings yet
Lecture 04 - AI For Game Playing
55 pages
MCS 3201-Intelligent Systems: Gihan Seneviratne Gps@ucsc - LK
PDF
No ratings yet
MCS 3201-Intelligent Systems: Gihan Seneviratne Gps@ucsc - LK
88 pages
Week 13
PDF
No ratings yet
Week 13
45 pages
Why Do AI Researchers Study Game Playing?
PDF
No ratings yet
Why Do AI Researchers Study Game Playing?
42 pages
Diss PDF
PDF
No ratings yet
Diss PDF
174 pages
Greedy
PDF
No ratings yet
Greedy
17 pages
Games, The Mini-Max Algorithm
PDF
No ratings yet
Games, The Mini-Max Algorithm
160 pages
ADA - UNIT-3 - Chapter-1 - Greedy Method
PDF
No ratings yet
ADA - UNIT-3 - Chapter-1 - Greedy Method
47 pages
1.module 2 - Part 1
PDF
No ratings yet
1.module 2 - Part 1
51 pages
Adversarial Search - Game Trees and Minimax Evaluation
PDF
No ratings yet
Adversarial Search - Game Trees and Minimax Evaluation
50 pages
An Introduction To Game Theory Notes - Latest
PDF
No ratings yet
An Introduction To Game Theory Notes - Latest
125 pages
Chapter9ppt PDF
PDF
No ratings yet
Chapter9ppt PDF
32 pages
Module III
PDF
No ratings yet
Module III
38 pages
EGR214B1 19 16linsys
PDF
No ratings yet
EGR214B1 19 16linsys
44 pages
Game Theory
PDF
No ratings yet
Game Theory
20 pages
L3 Adversarial Search
PDF
No ratings yet
L3 Adversarial Search
63 pages
BTech Advanced AI Unit02
PDF
No ratings yet
BTech Advanced AI Unit02
50 pages
Game Theory
PDF
No ratings yet
Game Theory
20 pages
Lecture - 3 AI
PDF
No ratings yet
Lecture - 3 AI
63 pages
Artificial Intelligence: Adversarial Search
PDF
No ratings yet
Artificial Intelligence: Adversarial Search
58 pages
QT Assignment 2
PDF
No ratings yet
QT Assignment 2
11 pages
12 Com Math PR 14,15
PDF
No ratings yet
12 Com Math PR 14,15
13 pages
Ai-Notes Exact Section C
PDF
No ratings yet
Ai-Notes Exact Section C
26 pages
Question Paper Code: 17049: Reg. No
PDF
No ratings yet
Question Paper Code: 17049: Reg. No
7 pages
Cpts 440 / 540 Artificial Intelligence: Adversarial Search
PDF
No ratings yet
Cpts 440 / 540 Artificial Intelligence: Adversarial Search
63 pages
Game Theory
PDF
No ratings yet
Game Theory
27 pages
IE616 Notes Updated
PDF
No ratings yet
IE616 Notes Updated
26 pages
Adversarial Search
PDF
No ratings yet
Adversarial Search
33 pages
OR Question Bank For Module 3 and 5 (Game Theory)
PDF
No ratings yet
OR Question Bank For Module 3 and 5 (Game Theory)
8 pages
Tik Tak Toe AI GAME Documentation
PDF
No ratings yet
Tik Tak Toe AI GAME Documentation
22 pages
GP of Tokyo Editorial
PDF
No ratings yet
GP of Tokyo Editorial
13 pages
Game Trees: Introduction To Artificial Intelligence COS302 Michael L. Littman Fall 2001
PDF
No ratings yet
Game Trees: Introduction To Artificial Intelligence COS302 Michael L. Littman Fall 2001
32 pages
Playing Tic-Tac-Toe Using Genetic Neural Network With Double Transfer Functions
PDF
No ratings yet
Playing Tic-Tac-Toe Using Genetic Neural Network With Double Transfer Functions
8 pages
Game Playing
PDF
No ratings yet
Game Playing
8 pages
Gameplaying Group 1
PDF
No ratings yet
Gameplaying Group 1
13 pages
Backtracking and Games: Eric Roberts CS 106B January 30, 2012
PDF
No ratings yet
Backtracking and Games: Eric Roberts CS 106B January 30, 2012
17 pages