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作者(中文):何志杰
作者(外文):He Zhi-Jie
論文名稱(中文):結合人工智慧之三維棋盤類遊戲設計
論文名稱(外文):A Flexible 3D Classical Board Game Design with Artificial Intelligence
指導教授(中文):石維寬
指導教授(外文):Shih Wei-Kuan
口試委員(中文):徐讚昇
衛信文
王浩全
學位類別:碩士
校院名稱:國立清華大學
系所名稱:資訊工程學系
學號:103062540
出版年(民國):105
畢業學年度:104
語文別:中文
論文頁數:26
中文關鍵詞:棋盤類遊戲人工智慧人機互動
外文關鍵詞:connection gameartificial intelligencehuman computer interaction
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應用人工智慧來解決棋盤類遊戲所引申的難題一直是一個研究的主要項目之一,透過研究相對應的解法,玩家可以與電腦互動,不需要等候「真實」的對手才能夠下棋,而在一般二維棋盤類遊戲當中,由於遊戲的盛行,許多的二維棋盤類型遊戲被研究以及發表。
在三維棋盤類遊戲當中,由於維度較二維多一個維度的不確定因素,因此此類型遊戲的解決方式又比同類型二維度的遊戲來得複雜,但由於三維的棋盤類遊戲因為輸入裝置等限制,導致遊戲介面較不直覺,而相對應的人工智慧也較少被研究。因此我們在這篇論文當中,提出了一個新的三維棋盤類遊戲的使用者介面,以二維棋盤類遊戲為基礎,延伸到三維空間,藉以討論會遇到的問題並且解決之,最後再以實際存在的遊戲做為實作。
The use of artificial intelligence (AI) to solve the problems related to classical board games is an always challenging research topic. Solution of classical board games enables a human player to play with the computer, such that the player don't need to find another human player. The majority of classical board games are played on a two dimensional boards, and are the researches.
On the other hand, the same classical board game played on three dimensional boards has (i) more complicated solution due to the uncertainty introduced by an additional dimension on top of the two dimensions. (ii) less intuitive user interface (UI) due to the limitation of conventional input devices. As a result, the use of AIs to solve classical board games played on three dimension chess boards are less studied. In this paper, we propose a novel UI for classical board games played on the three dimensional classical board, which is extended from the UI for two dimensional board. In addition, we reveal the difficulties in deriving such a UI, and the solutions to overcome the difficulties. Finally, we implement our UI for a classical board game played on the three dimensional board.
摘要...iii
Abstract...iv
第一章 緒論...1
第二章 研究背景與動機...3
2.1 研究背景...3
2.1.1 人機互動...3
2.1.2 人工智慧...5
2.2 研究動機...6
第三章 方法設計...7
3.1 概觀...7
3.2 棋盤設計...8
3.3 分層式構造...10
3.4 棋盤旋轉...11
第四章 系統實作...13
4.1 三維井字遊戲...13
4.2 微軟Kinect...14
4.3 三維井字遊戲人工智慧...15
4.3.1 盤面編碼表示法...16
4.3.2 演算法...16
4.3.3 勝、負、和...18
4.3.4 位置分數...20
4.3.5 審局...21
4.3.6 開局庫...21
4.4 三維井字遊戲實作...21
4.5 系統介面設計...23
第五章 結論與未來展望...24
參考文獻...25

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[14] PlayStation Move Sony Computer Entertainment. http://playstationmove.com/
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