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I need help with the question attached and also using a heuristic minimax with alpha beta pruning. I also need to the program to be
I need help with the question attached and also using a heuristic minimax with alpha beta pruning. I also need to the program to be able to work with an 8x8 board
1. Develop a program that plays Reversi on a 4x4 board. The four initial pieces go in the middle of the board, as shown in Figure 3. This is not a hard game, but it is simple enough that you can see how your program is playing. And you can probably play pretty well yourself, even if you've never played Reversi. You MUST use an adversarial state-space search approach to solving the problem. Design your data structures using the formal model of the game. We MUST see classes corresponding to the elements of the formal model (see below). You MUST use the appropriate standard algorithm to select optimal moves. Do not use algorithms that make imperfect decisions for this part of the project. You should be able to search the entire tree for 4x4 Reversi and hence your program should be able to play perfectly and quickly (on modern computers). You may, if you want, also play larger boards with your optimal player. It should require almost no additional code. You should gain an appreciation for the complexity of search problems if you try it. Your program MUST validate the user's input and only allow the user to make legal moves. This is not as hard as it may seem. Think about it. Your program knows a lot about what is possible and what isn't. 1. Develop a program that plays Reversi on a 4x4 board. The four initial pieces go in the middle of the board, as shown in Figure 3. This is not a hard game, but it is simple enough that you can see how your program is playing. And you can probably play pretty well yourself, even if you've never played Reversi. You MUST use an adversarial state-space search approach to solving the problem. Design your data structures using the formal model of the game. We MUST see classes corresponding to the elements of the formal model (see below). You MUST use the appropriate standard algorithm to select optimal moves. Do not use algorithms that make imperfect decisions for this part of the project. You should be able to search the entire tree for 4x4 Reversi and hence your program should be able to play perfectly and quickly (on modern computers). You may, if you want, also play larger boards with your optimal player. It should require almost no additional code. You should gain an appreciation for the complexity of search problems if you try it. Your program MUST validate the user's input and only allow the user to make legal moves. This is not as hard as it may seem. Think about it. Your program knows a lot about what is possible and what isn't
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