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  • 學位論文

物件導向程式設計之人工智慧遊戲實作:以俄羅斯方塊為例

An object-oriented-programming implementation of artificial intelligence game:using Tetris as an example

指導教授 : 蔣益庭
共同指導教授 : 張紘睿(Hung-Jui Chang)

摘要


現今資訊科學普及,人工智慧的應用層面也愈發的寬廣,但很多時候軟體開發後的維護卻愈發的困難。藉由物件導向程式設計的實作方式,資料與各個功能被寫在各個物件當中,使其系統維護與內容修改不會發生牽一髮動全身的窘境,並且可藉由物件關係圖清楚知道系統內各物件的關聯與訊息傳遞關係,有助於系統開發者與維護者理解系統全貌。 本論文結合物件導向設計思維與人工智慧,實做古典遊戲俄羅斯方塊的操作介面及實驗環境。與以往不易維護的程序導向為目標的程式有所不同,以物件導向程式設計來實作人工智慧,將程式所有的部分用物件的形式表示並繪製出物件關係圖,並設計各種不同的評價函數以評估遊戲盤面狀態。並使用單一或混合評價函數進行實驗,分析整體程式架構與人工智慧的優劣。

並列摘要


Nowadays, with the popularization of information science, the application of artificial intelligence has become wider and wider, but in many cases, maintenance after software development has become more and more difficult. With the implementation of object-oriented programming, data and various functions are written in each object, making system maintenance and content modification very convenient. And you can clearly know the relationship and message transfer relationship of each object in the system through the object relationship diagram, which helps system developers and maintainers to understand the overall picture of the system. This thesis combines object-oriented design thinking and artificial intelligence to implement the operation interface and experimental environment of the classical game Tetris. It is different from the program-oriented program that is difficult to maintain in the past. It uses object-oriented programming to implement artificial intelligence, expresses all parts of the program in the form of objects and draws object relations diagrams, and designs various evaluation functions to evaluate the state of the game board. And use a single or mixed evaluation function to conduct experiments to analyze the pros and cons of the overall program structure and artificial intelligence.

參考文獻


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