Development of Artificial Intelligence Janggi Game based on Machine Learning Algorithm |
Jang, Myeonggyu
(국민대학교 컴퓨터공학부)
Kim, Youngho (국민대학교 컴퓨터공학부) Min, Dongyeop (국민대학교 컴퓨터공학부) Park, Kihyeon (국민대학교 컴퓨터공학부) Lee, Seungsoo (국민대학교 컴퓨터공학부) Woo, Chongwoo (국민대학교 컴퓨터공학부) |
1 | Rivest, R., "Game Tree Searching by Min/Max Approximation", Artificial Intelligence, Vol. 34, No.1, 1987, 77-96. DOI |
2 | Robilliard, D. and C. Fonlupt, "Towards Human-Competitive Game Playing for Complex Board Games with Genetic Programming", Lecture Notes in Computer Science, Vol.2016, No.9554, 2015, 123-135. |
3 | Spencer, P. and J. Oommen, "Novel AI Strategies for Multi-Player Games at Intermediate Board States", Lecture Notes in Computer Science, Vol.2015, No.9101, 2015, 33-42. |
4 | Silver, D., A. Huang, C. Maddison, A. Guez, L. Sifre, and G. Driessche, "Mastering the Game of Go with Deep Neural Networks and Tree Search", Nature, Vol.529, 2016, 484-489. DOI |
5 | Bang, J.S., D.C. Lee, S.H. Seo, Y.J. Kim, H.J. Lee, and W.H. Son, "Trends of VR/AR Game Technology", Electronics and Telecommunications Trends, Vol.31, No.1, 2016, 146-156. (방준성, 이동춘, 서상현, 김용준, 이헌주, 손욱호, "VR/AR 게임기술 동향", 전자통신동향분석, 제31권, 제1호, 2016, 146-156. |
6 | Browne, C., E. Powley, D. Whitehouse, S. Lucas, P. Cowling, and P. Rohlfshagen, "A Survey of Monte Carlo Tree Search Methods", IEEE Transactions on Computational Intelligence and AI in Games, Vol.4, No.1, 2012, 1-49. DOI |
7 | Fan, Y.F., X.J. Bai, R.Y. Lui, and S. Xing, "The Research of Chinese Chess Based on Database with Self Learning", Proceedings of the Ninth International Conference on Machine Learning and Cybernetics, 2010, 319-322. |
8 | Wu, G. and J. Tao, "Chinese Chess Algorithm Design and Implementation in the Computer Games", Proceedings of the 35th Chinese Control Conference, 2016, 10380-10384. |
9 | Park, H.S. and K.J. Kim, "Latest Research Trend of Artificial Intelligence in Games", Journal of Korean Institute of Information Scientists and Engineers(KIISE), Vol.31, No.7, 2013, 8-15. (박현수, 김경중, "게임 인공지능 최신 연구동향", 정보과학회지, 제31권, 제7호, 2013, 8-15.) |
10 | Cho, B.H. and C.J. Park, "Research Trends in Game AI", Electronics and Tellecommunications Trends, Vol.23, No.4, 2008, 115-121. (조병헌, 박창준, "게임 인공지능 연구동향", 전자 통신동향분석, 제23권, 제4호, 2008, 115-121.) |
11 | Feinberg, E. and A. Shwartz, Handbook of Markov Decision Processes, Kluwer, Boston, MA, 2002. |
12 | Ingram, J. and J. Mcgregor, "A Look at the Future of Autonomous Connected Vehicle Systems", Proceedings of International Conference on Software Engineering and Data Engineering, Vol.23, 2015, 162-177. |
13 | Millington, I. and J. Funge, Artificial Intelligence for Games, Elsevier Inc., Berlington, MA, 2009. |
14 | Kim, S.W., S.W. Ahn, and H.S. Choo, "Artificial Intelligence of AlphaGo", SPRi Issue Report, 2016-001, Vol.1, 2016. (김석원, 안성원, 추형석, "AlphaGo의 인공지능", SPRi Issue Report, 제2016-001호, 제1호, 2016.) |
15 | Kulsinskas, A., C. Balan, N. Bukdahl, and A. Brooks, "Augmentation of Board Games Using Smartphones", Lecture Notes in Computer Science, Vol.2015, No.9177, 2015, 483-492. |
16 | Mandziuk, J., Knowledge-Free and Learning-based Methods in Intelligent Game Playing, Springer, Berlin, 2010. |
17 | Ong, C., H. Quek, K. Tan, and A. Tay, "Dis covering Chinese Chess Strategies through Co-evolutionary Approaches," IEEE Symposium on Computational Intelligence and Games, 2007, 360-367. |
18 | Park, D.S., "ICT Convergence Industry Outlook in the Era of Artificial Intelligence," 2017 ICT Industry Outlook Conference, 2016. (박대수, "인공지능 시대의 ICT융합 산업 전망", 2017 ICT산업 전망 컨퍼런스, 2016.) |