14.1台球的直接规划方法

J. Landry, J. Dussault, É. Beaudry
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引用次数: 3

摘要

在这篇文章中,我们仔细研究了为直撞游戏(14.1连续)创造AI所固有的困难。我们首先根据过去关于八球游戏的工作,确定使这种台球变体变得有趣的关键组件。然后,我们通过将问题分解为两个方面来解决每个组件:最优控制和规划。提出了一种新的主球破簇控制模型,以及一种防守击球的执行模型。接下来,我们简要讨论了当球在桌子上只剩下几个球时仔细规划的重要性,并提出了一种基于分析桌子状态来选择球在桌子上的顺序的规划方法。最后给出了研究结果并进行了分析,并对今后的工作进行了讨论。
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A Straight Approach to Planning for 14.1 Billiards
In this work, we take a closer look at the difficulties inherent to the creation of AI for the game of Straight Billiards (14.1 continuous). We begin by establishing the key components that make this variant of billiards interesting in regard to past work on the game of Eight-Ball. We then address each of these components by decomposing the problem into two aspects: optimal control and planning. A new model for the optimal control of the cue ball to break clusters in between games is presented, as well as a model for the execution of defensive shots. We follow with a short discussion on the importance of planning carefully when only a few balls remain on the table and propose a planning approach based on an analysis of the table state to select the sequence of balls to pocket on the table. Results are finally presented and analyzed, followed by a discussion on future work.
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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