Published February 1, 2024 | Version v1
Journal article Open

DESIGNING AND IMPLEMENTATION OF TIC-TAC-TOE-4X4 BASED ARTIFICIAL INTELLIGENCE USING PYTHON PROGRAMMING

  • 1. Department of Electronic Information Communication, Huazhong University of Science and Technology Hongshan District, Wuhan 430074, P.R. China
  • 2. Al-Farouk Private Institute, Zanzibar-Tanzania
  • 3. 3 Institute of Finance Management (IFM), Dar-es-Salam-Tanzania

Description

In Tic-Tac-Toe of the classic game is built on computer-based flat form using python as apart of case study project using Artificial Intelligent techniques. The primary goal for this project is to create a computer artificial intelligent based on Tic-Tac-Toe 4x4 game that    show two players on who will win and who will lose the game accordingly, using the standard Minimax algorithm, it was adopted and modified as a subset of rules from best gameplay practices: (1) attempt to win, (2) endeavor to keep a misfortune, (3) make a key move, and (4) make an irregular move. To make the game more fun and more winnable at easier difficulty levels, probabilities are introduced that the computer would find a valuable move and ignore it. In the end, the computer artificial intelligent uses a simple, lightweight decision tree to choose its next move, and the gameplay is fast, balanced, and enjoyable. furthermore, in the winning strategy in a chess game by means of symbolic model checking, and demonstrate the winning strategy in tic-tac-toe game through the symbolic model checking tool improved with the verification algorithm for winning strategy.

Files

5-18 Abubakarsidiq M JUSR JURNAL.pdf

Files (1.2 MB)

Name Size Download all
md5:bb064228d44ae7c85bbeb8bd9bd7fd4a
1.2 MB Preview Download

Additional details

References

  • [1] D. B. Klitsner and B. P. Clemens, "Electronic tic- tac-toe game having three function control," ed: Google Patents, 2003.
  • [2] P. Turner, "Combination tic-tac-toe and question and answer game," ed: Google Patents, 1987.
  • [3] E. Kaplan, "Interactive tic-tac-toe slot machine," ed: Google Patents, 1999.
  • [4] S. C. Raphael, A. S. Raphael, and R. R. King, "Three-dimensional tic-tac-toe game," ed: Google Patents, 1995.
  • [5] P. R. Anderson, J. D. Flint, J. J. Giobbi, S. P. Joshi, and E. A. Frohm, "Gaming machine with pattern-driven bonus array," ed: Google Patents, 2005.
  • [6] T. G. Daly, "Game and gaming machine having tic-tac-toe type feature," ed: Google Patents, 2016.
  • [7] J. Blake and J. Goodman, "Computer-based learning: games as an instructional strategy," ABNFJOURNAL, vol. 10, pp. 43-45, 1999.
  • [8] C. Schlieder, P. Kiefer, and S. Matyas, "Geogames: Designing location-based games from classic board games," IEEE Intelligent Systems, vol. 21, pp. 40-46, 2006.
  • [9] N. Abbas, Y. Zhang, A. Taherkordi, and T. Skeie, "Mobile edge computing: A survey," IEEE Internet of Things Journal, vol. 5, pp. 450-465, 2018.
  • [10] A. Saffidine, H. Finnsson, and M. Buro, "Alpha- beta pruning for games with simultaneous moves," in Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012.