Repositorio de las prácticas de la asignatura Técnicas de los Sistemas Inteligentes, cursada en la UGR. curso 19-20
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Updated
Feb 3, 2021 - Java
Repositorio de las prácticas de la asignatura Técnicas de los Sistemas Inteligentes, cursada en la UGR. curso 19-20
The goal this assignment is the creation of a board game simulator, which is named "Hunger Games" and is developed on the Eclipse IDE. Implementation of heuristic-decision player.
MaxCut SS
Othello Game Implementation
This repository contains Java code for blind and heuristic search algorithms such as BFS, DFS, UCS, GBFS, and A*. The code is modular, includes examples of classic search problems, and is well-documented. Contributions are welcome.
This program solves 2D maze using various uninformed and informed (heuristic) search strategies.
A simple graph constructor program based on text with some path searching algorithms such as IDA*, A* and a simple implementation of a Greedy algorithm. The project was developed in NetBeans IDE.
Implementation of Bread First Search, Depth First Search, A Star Search and different Heuristics for PACMAN
project ini diselesaikan untuk memenuhi tugas final project mata kuliah kecerdasan buatan
Optimization of railway station placement to minimize the number of stations and average travel cost for families using A* algorithm.
project for module Artificial Intelligence
A command line native Java application that searches for the best route between two points on an OpenStreet Map. A project for the Artificial Intelligence course (ECE NTUA)
Pirates of the Caribbean: Dead Man's Chest Solver A repository containing a solution to help Captain Jack Sparrow find the dead man's chest, which holds the heart of Davy Jones. This project implements two heuristic algorithms, A* and DFS with backtracking, to navigate the challenges faced by Jack Sparrow while sailing in the Caribbean Sea.
Project focuses on optimised implementation of Backtracking and Forward Checking algorithms in order to find all solutions of the N Queens problem
Implémentation d’une IA optimisée pour maximiser le score dans un environnement partiellement observable. Obtention d’un score maximal de 18 000 points, classement 2ème de la classe avec un temps moyen de calcul de 7,17 ms par action.
Different heuristic search algorithms to solve an 11 puzzle
Modified the Monte Carlo Tree Search algorithm by introducing progressive bias to refine the selection process on Pommerman game setup.
🧠 Homework repository for AI course at Inha University
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