• Title/Summary/Keyword: Omok

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Design and Implementation of Omok Program Using Game-Tree and Alpha-Beta Pruning (게임 트리와 알파-베타 가지치기를 이용한 오목 프로그램의 설계 및 구현)

  • Lee, Kyong-Ho;Han, Won-keun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.427-430
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    • 2018
  • 본 논문에서는 오목을 두는 지능적 프로그램을 설계하고 구현하였다. 규칙은 렌주 룰(renju rule)을 기준으로 하였으며, $15{\times}15$ 게임 판에서 오목을 둔다. 초기에는 문제 분석을 통하여 분석된 가중치로 판단을 하여 판단을 하여 게임을 진행하도록 하였으나, 반복된 수행의 경험적 판단을 통하여 얻은 정보로 여러 차례 수정하며 고정된 가중치를 구성하고, 이 가중치를 게임에서 돌을 놓을 때 평가 기준으로 삼도록 하였으며, 최소-최대 게임 트리(min-max game tree)를 이용하여 상대가 있는 게임을 수행할 수 있도록 하였다. 또한 프로그램 자신에게 유리한 수를 찾기 위한 탐색에서 무의미한 노드들의 전개를 줄여 제한된 시간안에 좋은 수를 찾을 수 있도록 알파 베타 가지치기(alpha-beta pruning)를 사용하도록 프로그램을 구현하였다. 이렇게 구현된 오목 프로그램은 게임을 본 프로그램과 게임 하기 원하는 주변의 일반인들에게 90% 이상의 승률을 보이고 있었다.

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Design of a Multi-Platform Omok Program for Artificial Intelligence Education (인공지능 교육을 위한 멀티 플랫폼 오목 프로그램 설계)

  • Cha, Joo Hyoung;Woo, Young Woon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.530-532
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    • 2021
  • This paper deals with AI education service that enables developers who have completed basic programming education to program in C/C++ language in order to learn big data and artificial intelligence. In addition, a customized development environment configuration system according to the development environment and how the user implements and tests artificial intelligence are explained. And also it has a function to check the effect on artificial intelligence through manipulation of various internal parameters. It is expected that it will be possible to develop artificial intelligence education services without language restrictions through networks in the future.

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Design of Omok AI using Genetic Algorithm and Game Trees and Their Parallel Processing on the GPU (유전 알고리즘과 게임 트리를 병합한 오목 인공지능 설계 및 GPU 기반 병렬 처리 기법)

  • Ahn, Il-Jun;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.66-75
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    • 2010
  • This paper proposes an efficient method for design and implementation of the artificial intelligence (AI) of 'omok' game on the GPU. The proposed AI is designed on a cooperative structure using min-max game tree and genetic algorithm. Since the evaluation function needs intensive computation but is independently performed on a lot of candidates in the solution space, it is computed on the GPU in a massive parallel way. The implementation on NVIDIA CUDA and the experimental results show that it outperforms significantly over the CPU, in which parallel game tree and genetic algorithm on the GPU runs more than 400 times and 300 times faster than on the CPU. In the proposed cooperative AI, selective search using genetic algorithm is performed subsequently after the full search using game tree to search the solution space more efficiently as well as to avoid the thread overflow. Experimental results show that the proposed algorithm enhances the AI significantly and makes it run within the time limit given by the game's rule.

Development and Utilization of Mathematics Teaching Materials for Gifted Class by the Use of Polyominoes and What if (not)? Strategy (폴리오미노에 What if (not)? 전략을 적용한 영재 학급용 수학 수업 소재 발굴과 활용)

  • Ku, Bon-Wang;Song, Sang-Hun
    • School Mathematics
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    • v.13 no.1
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    • pp.175-187
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    • 2011
  • The purpose of this study is to develop and utilize various kinds of mathematics teaching materials for gifted class in elementary school by utilizing polyominoes and a what-if-not strategy. Blokus is used to let students understand the characteristics of polyominoes, and omok is utilized to let them grasp interior point. Thus, the activities that utilized the new materials, blokus and omok, are developed to teach Pick's theorem. Besides, recreation activities were additionally prepared to provide education in an easy, intriguing and creative manner. The findings of the study is as follows: First, each of the materials was utilized in a different manner when the students engaged in basic and enrichment learning. Second, the mathematically gifted students were able to discover Pick's theorem in the course of utilizing the materials that contained recreational elements. Third, the students were taught to foster their problem-solving skills about area, girth and interior point by making use of the materials that were designed to be linked to each other. Fourth, existing programs were just designed to attain particular objects, to be conducted at a fixed time and to cater to particular graders. Fifth, when the students made problems by making use of the what if (not) strategy and the materials, they responded in diverse ways and were able to apply them.

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A comparative analysis of images for green spaces (녹지공간의 이미지 비교분석에 관한 연구)

  • 안득수
    • Journal of the Korean Institute of Landscape Architecture
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    • v.23 no.3
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    • pp.155-166
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    • 1995
  • The aim of this paper was to investigate images of neighborhood parks and pergola facilities. 280 individuals responded to the 19 semantic differential pollar terms for all four parks. A 7-point semantic differential scale was used. Results from the data analysis suggest several important findings; 1. Mean scores were significantly different in most of S.D.scales according to park and pergola facilities types. As compared with park, S.D.scales values of pergola varied with its visual identity in the spatial composition of park. 2. Data from the factor analysis revealed that four dimensions appeared for all park and pergola types : "Evaluation ", "Potentiality", "Variety", and "Familiarity". 3. In terms of the "Familiarity" dimension, Omok park and its pergola were viewed a ssignificantly more familiar than any of the other three areas. 4. Parks were perceived more positive than pergolas images in the dimensions of "Evaluation ", "Variety", and "Familiarity". 5. Regression analysis showed that "Evaluation "and "Variety" dimensions were mainly related to visual preference.

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Hyper-parameter Optimization for Monte Carlo Tree Search using Self-play

  • Lee, Jin-Seon;Oh, Il-Seok
    • Smart Media Journal
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    • v.9 no.4
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    • pp.36-43
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    • 2020
  • The Monte Carlo tree search (MCTS) is a popular method for implementing an intelligent game program. It has several hyper-parameters that require an optimization for showing the best performance. Due to the stochastic nature of the MCTS, the hyper-parameter optimization is difficult to solve. This paper uses the self-playing capability of the MCTS-based game program for optimizing the hyper-parameters. It seeks a winner path over the hyper-parameter space while performing the self-play. The top-q longest winners in the winner path compete for the final winner. The experiment using the 15-15-5 game (Omok in Korean name) showed a promising result.

Dobot-based Omok platform using Voice recognition (음성인식을 활용한 Dobot 기반 오목 플랫폼)

  • Park, Sang-Yong;Lee, Kang Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.19-21
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    • 2020
  • 해가 갈수록 여러 요인들로 인하여 장애인 인구는 증가하고 있다. 하지만 이러한 장애인들을 위한 주변기기의 발전은 미흡한 상황이며 더욱이 장애인들의 여가를 위한 놀이문화, 기술들은 더욱 발전이 더딘 상태이다. 여가 활동은 장애인의 행복에도 직관적인 영향을 끼치는 중요한 부분이다. 따라서 본 논문에서는 장애인들 중 손과 같은 신체를 움직이기 어려운 중증 지체장애인을 위한 오목 플랫폼을 제안한다. 본 논문에서 구현한 오목 플랫폼은 음성인식을 기반으로 사용자가 오목알을 착수하고 싶은 좌표를 음성으로 입력시키면 Dobot 즉 로봇암을 통하여 착수점에 오목알을 착수한다. 실험에선 Google Vocie To Text API를 Python 환경에서 사용하여 사용자의 음성입력을 받았으며 Dobot Studio의 Script에서 입력된 음성 값을 오목판에 1대1로 맵핑시켜 정확한 위치에 착수할 수 있도록 구현하였다. 본 논문의 연구 결과를 응용하면 오목에만 국한되는게 아닌 다양한 보드게임을 구현할 수 있다.

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Development and Application of Elementary School STEAM Program using Drone (드론을 활용한 초등학교 수학 융합 자료 개발 및 적용 결과)

  • Yoon, GyeongRan;Kim, Ju Hu;Huh, Nan;Ko, Ho Kyoung
    • Education of Primary School Mathematics
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    • v.20 no.3
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    • pp.225-235
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    • 2017
  • The study in this paper considers how elementary school students' interest in mathematics and STEAM literacy could be promoted by conjoining the learning of mathematics with the learning of drone topics. Survey instrument was developed to measure student attitudes toward mathematics and science subjects and to evaluate student beliefs on learning mathematics embedded in science topics. Data were collected from elementary school students by administering pre- and post-tests: students were intervened with examples of math problems embedded in certain science contexts. The findings indicate that elementary school students' experience of solving mathematics problems embedded in science contexts positively affects the promotion of their attitudes toward, beliefs on science subjects and science and engineering career path selection. We hope that the mathematics program using the drone will be used in the classroom for STEAM.

A Spatial Change Analysis of Water Quality Pollutant using GIS and Satellite Image (GIS와 위성영상을 이용한 수질 오염인자의 공간 변화 분석)

  • Jo, Myung-Hee;Kwon, Bong-Kyum;Bu, Ki-Dong
    • Journal of the Korean Association of Geographic Information Studies
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    • v.2 no.3
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    • pp.60-70
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    • 1999
  • The purpose of this study is to analyze the spatial change of water quality pollutant in the upper-stream of Kumho River basin. For this purpose, it compared with ground survey data of water quality measurement, using GIS and Landsat TM image, and then constructed a database of water quality pollutants in the watershed by Arc/Info. Also the land cover classification maps of 1985 and 1997 were prepared using maximum likelihood classification. This study detected and analysed the classified images to produce the area of land cover change per sub-basin. In addition, choropleth maps were prepared with spatial change value of water quality pollutants, and overlay analysis was carried out with weight score for each layer. The results of this study revealed that population, animals and fruit orchards were main factors in the spatial change of water pollution of Kumho River basin. The Comparision of pollutions by sub-basins showed a high pollution value in Daechang-chun and Omok -chun stream which follows through the urban area.

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Figurative Analysis of Korea Tradition Metal Rice Bowl - To Choson and the Modern Age Center - (한국 전통 금속 밥그릇의 조형적 해석 -조선 및 근대를 중심으로-)

  • 윤형건
    • Archives of design research
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    • v.17 no.1
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    • pp.99-108
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    • 2004
  • Metal tableware of korea had been used from former days along with own to rice bowl exclusive use, this metal tableware has our country characteristic identity from the country that do rice to chief food to unique thing. This by recent publication we individual and peculiar ours create may. Hab, Yonyu, Omok, Okbalri of modeling of our country metal rice bowl are 4 kinds greatly. First is that is all lid in our country's metal rice bowl by 3 greatly to cultural meaning that is filled in modeling. Second, it is that there is man and woman old and the young official business while divide man and woman old and the young in our country's metal rice bowl, third, that size changes by other rice bowl according as age increases point. And item that cause definite effect in figurative feature of metal rice bowl is [ Existence and nonexistence of hoof ], [ Oral narration department's shape ], [ Reverence of oral narration belonging / Ratio of Body's height ], and [ Reverence of oral narration belonging / Ratio about Body maximum ] of it 4 be. This research finds identity of our country's design and it is basic research about that is wished to graft together in several Land of Supreme Happiness illuminating in several angles with our country characteristic metal rice bowl.

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