There are 0 repository under alpha-beta topic.
A game of checkers written using minmax algorithm and alpha-beta pruning.
An open-source checkers game with a computer-based AI, written with Python and Tkinter.
Strong UCI Chess Engine written in C++17 (Not C, GitHub!!!)
MiniMax algorithm applied to Tic Tac Toe.
Minmax (minimax) algorithm with Alpha-Beta (𝛼−𝛽, ab) Pruning optimization for the Checkers (Draughts) game in Python 3. Same minimax algorithm works for chess, tic tac toe or similar games.
:scroll: A fully functional Othello (Reversi) game, with several AIs, made in prolog for swipl.
A gobang AI with Negamax and alpha beta pluning
A terminal implementation of the game Quoridor with an engine
The goal of this project was to make a User vs AI chess game, such that user makes whichever (legal) move they like and in turn, the AI performs the best move it can find. The game ends when either the user or the AI enters checkmate or stalemate state - or if you quit forcibly :)
A single player source code for Ya Paper Soccer - paper soccer for Android.
Chess Engine Implementation using Minmax, Alpha-Beta Pruning, and Quiescence Search Algorithm.
next-gen AI enabled chess engine.
A small app that uses websockets to play a game of chess vs two AI's
Othello Game Application Implemented with Alpha-Beta Algorithm in SWI-Prolog's Logic Programming Language :chess_pawn:
I am interested in gobang,so I am going to use python to draw GUI and program a powerful AI to have fun! I will implement my idea by alpha-beta algorithm and alphago-zero algorithm.
A simple AI for TicTacToe with Alpha-Beta pruning and binary encoding for the board
Invincible TicTacToe AI agent
tictactoe ai implementation using minimax with αβ-pruning
Apply AI algorithms to implement an smart game playing agent that can play Isolation game.
Project for the MSc in Artificial Intelligence of the University of Bologna, academic year 2023/2024. Tablut Challenge from the Fundamentals of Artificial Intelligence and Knowledge Representation course
Artificial Intelligence for the board game "Scotland Yard".
Nine men's morris game implementation with computer AI based on minmax algorithm (enhanced with alpha beta prunning) made for AI course at Wroclaw University of Science And Technology. Implementation is done in C++ with QT lib serving as GUI.
Computations of alpha and beta for tech stocks on the Australian Stock Exchange using the Capital Asset Pricing Model.
Othello Game (Also known as Reversi). It was created with the Minimax algorithm (Alpha-Beta pruning). Allows Human-AI, AI-AI, RandomPlayer-AI, RandomPlayer-Human interplay
A pet project after learning alpha beta pruning
In this project, agents are designed for the classic version of Pacman, including ghosts. Mini-max, Alpha-Beta pruning, Expectimax techniques were used to implement multi-agent pacman adversarial search.
Agent capable of playing Dynamic Connect-4 for ECSE-526: Artificial Intelligence at McGill University.
An unbeatable AI for Tic-tac-toe. Uses the Alpha-beta optimised Minimax algorithm.