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Design and implementation of autonomous agent for a variant of the Battleship Game

Psychas Christoforos

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URI: http://purl.tuc.gr/dl/dias/7E9527BC-E72D-4423-8835-E2B84E0D1637
Year 2022
Type of Item Diploma Work
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Bibliographic Citation Χριστόφορος Ψύχας, "Σχεδίαση και υλοποίηση ενός αυτόνομου πράκτορα για μια παραλλαγή του παιχνιδιού της Ναυμαχίας", Διπλωματική Εργασία, Σχολή Ηλεκτρολόγων Μηχανικών και Μηχανικών Υπολογιστών, Πολυτεχνείο Κρήτης, Χανιά, Ελλάς, 2022 https://doi.org/10.26233/heallink.tuc.91664
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Summary

Artificial Intelligence refers to the design and implementation of computer systems that mimic human behavior and exhibit elements of intelligence. These entities are also known as "intelligent agents". The idea of designing an agent who could beat a human in a game has always been fascinating. This diploma thesis focuses on the design and development of an autonomous agent for a parametric variant of the board game "Battleship", where the size of the board, as well as the number and size of ships can be defined by the user. As part of this work, we initially designed the graphical interface of the game, using the Java programming language and its libraries, in order to visualize our agent's proposed strategies, but also to enable real users to play the game, receiving additional information through our strategies. Our approach was based on the definition of progressively improved strategies, each time adopting new heuristic rules based on human intuition and basic elements of probability theory. The results were quite satisfactory, as our agent using the best strategies performed very well compared even to real users, succeeding in sinking all five ships of the game in just 44 shots on average on a 10x10 board. The results are confirmed by thorough experimentation, both in the classic version of a 10x10 board, and in the more difficult version of a 20x20 board, even in the face of clever ship placements.

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