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CSIS415 Artificial Intelligence Assignment 2: Adversarial Search

This document provides an overview of Assignment 2 for the CSIS415 Artificial Intelligence course. The goal of the assignment is to create programs that can play a game of Robber and Cops on an 8x8 checkerboard. Students will implement agents using adversarial search techniques and evaluation functions. A tournament will be held in class where all programs play each other as both the Robber and Cops roles. Requirements for the assignment include documentation of algorithms, code with comments, and traces of two example games.

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0% found this document useful (0 votes)
45 views2 pages

CSIS415 Artificial Intelligence Assignment 2: Adversarial Search

This document provides an overview of Assignment 2 for the CSIS415 Artificial Intelligence course. The goal of the assignment is to create programs that can play a game of Robber and Cops on an 8x8 checkerboard. Students will implement agents using adversarial search techniques and evaluation functions. A tournament will be held in class where all programs play each other as both the Robber and Cops roles. Requirements for the assignment include documentation of algorithms, code with comments, and traces of two example games.

Uploaded by

Aamir Shahzad
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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CSIS415 Artificial Intelligence Assignment 2: Adversarial Search

Introduction The purpose of this project is to get familiarized with adversarial search, and to design evaluation functions. This will be accomplished by implementing agents to play a simple board game. This project can be done in teams of no more than two students, and requires notions from Lecture #4. Robber and Cops The goal of this assignment is to write a program to play a game of Robber and Cops. The following is a description of the game: 1. The game is played on an 8 by 8 checkerboard, 2. There are two sides to the game, the Robber and the Cops. The Robber has one white piece while the Cops player has 4 red pieces, 3. The initial configuration of the game is shown below with the Cops occupying the dark locations in the first row. The Robber places his piece in any one of the dark locations in the eighth row, 4. Pieces may be moved into unoccupied squares. The legal moves for each of the players is as follows: a. Cops: As in checkers, one of the four pieces may be moved diagonally in the forward direction one square. b. Robber: The Robber may move in any of the 4 diagonal directions including backwards, one or two squares. 5. The first player unable to move looses the game.

Figure 1: Initial Configuration

Play Notation The following is the convention that will be adopted by the programs for tournament play: 1. The board is numbered 1 to 8 starting at the lower left hand corner, 2. Locations on the board are indicated using a row, column convention, 3. Moves are specified as initial-location, final-location, 4. Move 0 in the game is for the Robber player to initially place her piece.

Tournament Play 1. The class shall be organized into teams of 2 or 3 persons, 2. You may use any speed-up technique that you like to reduce search. Additional bonus marks may be awarded for the ingenuity of your solution, 3. Every program shall play every other program twice, once as the Robber and once as the Cops with a tournament used to decide the overall winner(s), 4. Arrangements will be made to hold the tournament in class on the due date of the assignment. 5. Bonus marks will be awarded to the winner(s) of the tournament. Assignment Requirements The following must be handed in as part of the assignment: 1. A complete description of the algorithms used, including: a. Search strategies employed. b. Search reduction techniques. c. Details of the evaluation functions. 2. Code with comments. The comments are to indicate which sections of your code correspond to the documentation. 3. Complete traces for two games, including one played as the Robber and the other played as the Cops. Please specify who the opponent was for the traces.

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