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AI - Project - Spring 2025

The document outlines an assignment to create a Gomoku game solver that allows for both human vs. AI and AI vs. AI gameplay using Minimax and Alpha-Beta pruning algorithms. Key components include a game engine for managing the board state, implementing search algorithms, and providing user input/output. Grading criteria emphasize proper input handling, game state representation, AI implementation, and team collaboration, with strict submission guidelines to avoid penalties.

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khaledemam3900
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0% found this document useful (0 votes)
30 views3 pages

AI - Project - Spring 2025

The document outlines an assignment to create a Gomoku game solver that allows for both human vs. AI and AI vs. AI gameplay using Minimax and Alpha-Beta pruning algorithms. Key components include a game engine for managing the board state, implementing search algorithms, and providing user input/output. Grading criteria emphasize proper input handling, game state representation, AI implementation, and team collaboration, with strict submission guidelines to avoid penalties.

Uploaded by

khaledemam3900
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Project : Gomoku (Five in a Row) Game Solver

1- Assignment Type

Game
1. Game Overview
Create a game solver that plays the game of Gomoku (Five in a Row). The goal of
Gomoku is for a player to get five of their marks in a row (horizontally, vertically, or
diagonally) on a game board before the other player.

This assignment has two main parts:

a. Human vs. AI: Implement a version where a human player can play
against the AI. The AI will use the Minimax algorithm to determine its
moves.
b. AI vs. AI: Implement a version where the AI plays against itself.
i. the Minimax algorithm against the Alpha-Beta pruning algorithm.

2. Assignment component
Game Engine: is responsible for:
• Taking the current position of the Gomoku board.
• Applying the search algorithm (Minimax/Alpha-Beta) to determine
the next move. This algorithm must be implemented in Python.
• Considering depth limits to manage the search space.
• Sending the chosen move back to the user and displaying it

3. Assignment Knowledge
• The Gomoku board (you can specify the size, e.g., 15x15 or
19x19).
• Game rules of Gomoku.
• Minimax Algorithm.
• Alpha-Beta Pruning Algorithm

4. To do this we examined:
• Minimax Algorithm
• Alpha Beta Pruning Algorithm

5. Assignment Input
• The user should enter the initial (or current) position of the
Gomoku board. This could be a representation of the board state.

6. Assignment Output
• the output should be the coordinates of the AI's chosen move.
• the program can display the updated board after the AI's move
7. Grading Criteria

1 Accept Input from user


2 Game State Representation
2 Game Engine (Gomoku rules and move generation
in Python)
1 Formatted Output (chosen move)
2 AI Implementation (Minimax)
2 AI Implementation (Alpha-Beta Prunning)
2 AI vs. AI mode.
Alpha-Beta Pruning Vs. Minimax Algorithm
2 Bonus
brilliant GUI

Important Notes:

Please read these notes carefully to avoid losing grades:

The number of students in a team is 4-5 students from the same lab group or with the
same TA.

• Please make sure that the load is almost equally distributed between team
members .

• Please submit one .pl file containing your solution. The file name must follow this
Structure:

• For General Students Gen_TA_ID1_ID2_ID3_ID4_ID5 _GROUP.pl

• For Special Students SP_TA_ID1_ID2_ID3_ID4_ID5 _GROUP.pl

• Note that: any violation in the assignment submission will cost you 0.5 mark
of the assignment grade (like submitting more than one file, not following the
naming convention, using different file extension)

Cheaters will be given a NEGATIVE grade and no excuses will be accepted .

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