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  • 學位論文

5五將棋知識庫系統實作

The Design of Knowledge-based Opening Database for MiniShogi

指導教授 : 許舜欽

摘要


由於近年來硬體的效能迅速提高,故電腦的運算能力已有顯著的提升,運用在棋類遊戲的對局程式上大大的增進了盤面搜尋速度與思考深度;如果想要更加深思考的深度,所需要的硬體設備已不是個人所能負擔。因此若要提高程式的棋力,我們必須思考除了單純提高硬體效能之外的方式。 本文選擇運用知識庫的技術,以日本5五將棋為主,開發一個知識庫系統;主要功能是記錄棋譜,透過分析棋譜、排序棋步的方式,幫助減少對局程式在開局階段的思考時間,所節省的時間可以使用在開局以後增加思考層數。

關鍵字

5五將棋 知識庫

並列摘要


With the rapid advancement of hardware efficiency in recent years, computation power has significantly improved, increasing the speed and depths of the game tree search in computer chess programs. However, to satisfy the need of increasing search depth, the investment in hardware is no longer personally affordable. Thus, another method must be found in addition to improving the efficiency of hardware and heuristic algorithms. In this paper, knowledge-based technologies are applied to design a database for the opening phase of MiniShogi. By analyzing game records and ranking the moves in advance, the program can increase search depths and reduce search time spent in the opening phase.

參考文獻


[14] 陳志昌(民84),「電腦象棋知識庫系統之研製」,台灣大學資訊工程研究所博士論文。
[13] 陳再興(民84),「電腦象棋停著殺之研究」,元智工學院電機與資訊工程研究所碩士論文。
[5] Iida, H., Sakuta, M., and Rollason, J.( 2002), “Computer shogi,” Artificial Intelligence 134, pp. 121-144.
[6] Gilhooy, K. J. (1989). Human and Machine Problem Solving. Kluwer Academic/Plenum Publishers. ISBN:0-306-42962-4.
[1] https://zh.wikipedia.org/wiki/5%E4%BA%94%E5%B0%87%E6%A3%8B

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