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Journal articles on the topic 'Alpha-beta Pruning'

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1

Fulda, Joseph S. "Alpha-Beta pruning." ACM SIGART Bulletin, no. 94 (October 1985): 26. http://dx.doi.org/10.1145/1056313.1056315.

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2

Korf, Richard E. "Multi-player alpha-beta pruning." Artificial Intelligence 48, no. 1 (1991): 99–111. http://dx.doi.org/10.1016/0004-3702(91)90082-u.

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3

Hariadi, Ridho Rahman, Imam Kuswardayan, Isye Arieshanti, and Irooyan Alfi T.Z. "Penerapan Algoritma Alphabeta Pruning Sebagai Kecerdasan Buatan pada Game Pawn Battle." JURNAL INFOTEL 9, no. 2 (2017): 185. http://dx.doi.org/10.20895/infotel.v9i2.166.

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Catur merupakan game strategi. Catur dimainkan oleh dua orang. Ada dua jenis warna bidak pada permainan catur, yaitu: bidak hitam dan bidak putih. Agar dapat memenangkan sebuah permainan catur, pemain harus menguasai strategi-strategi dalam bermain catur. Ada banyak startegi dalam bermain catur yang hanya dapat dipahami dengan banyak bermain dan berlatih. Modul-modul cara bermain catur pada umumnya hanya menjelaskan kejadian yang biasa terjadi dalam permainan catur. Sehingga berlatih merupakan satu-satu nya cara yang dapat digunakan untuk meningkatkan kemampuan dalam bermain catur. Penelitian
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4

Tommy, Lukas, and Eza Budi Perkasa. "Analisis Efisiensi Algoritma Alpha Beta Pruning dan MTD(f) pada Connect4." Jurnal Sisfokom (Sistem Informasi dan Komputer) 5, no. 2 (2016): 15. http://dx.doi.org/10.32736/sisfokom.v5i2.190.

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Komputer membutuhkan kecerdasan buatan/artificial intelligence agar dapat bermain selayaknya manusia pada Connect Four/Connect4. Terdapat beberapa algoritma yang dapat diterapkan pada Connect4, namun tidak diketahui mana yang cocok. Algoritma yang cocok berarti optimal dalam memilih langkah sekaligus waktu eksekusinya tidak lambat pada kedalaman pencarian/depth yang cukup dalam. Pada penelitian ini, akan dilakukan analisis dan perbandingan antara alpha beta (AB) Pruning dan MTD(f) pada prototipe Connect4, dalam hal keoptimalan (persentase kemenangan) dan kecepatan (waktu eksekusi dan jumlah si
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Jofanda, Achmad Naufal Wijaya, and Mohamad Yasin. "Design of Checkers Game Using Alpha-Beta Pruning Algorithm." INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi 5, no. 2 (2021): 279–95. http://dx.doi.org/10.29407/intensif.v5i2.15863.

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Checkers is a board game that is played by two people which has a purpose to defeat the opponent by eating all the opponent's pieces or making the opponent unable to make a move. The sophistication of technology at this modern time makes the checkers game can be used on a computer even with a smartphone. The application of artificial intelligence in checkers games makes the game playable anywhere and anytime. Alpha Beta Pruning is an optimization technique from the Minimax Algorithm that can reduce the number of branch/node extensions to get better and faster step search results. In this study
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6

Abdelbar, Ashraf M. "Alpha-Beta Pruning and Althöfer’s Pathology-Free Negamax Algorithm." Algorithms 5, no. 4 (2012): 521–28. http://dx.doi.org/10.3390/a5040521.

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7

Putra, Werda Buana, and Lukman Heryawan. "APPLYING ALPHA-BETA ALGORITHM IN A CHESS ENGINE." Jurnal Teknosains 6, no. 1 (2017): 37. http://dx.doi.org/10.22146/teknosains.11380.

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Minimax Algorithm, is a solution to reduce the burden on hardware in chess engine. However, a more in-depth method is needed to further increase the search algorithm. One of those solutions is called Alpha-Beta Pruning algorithm. The idea is to eliminate the unnecessary nodes in the search tree.
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8

Mudda, Mallikarjun. "Tic Tac Toe by Minimax Alpha-Beta Pruning Using Arduino." International Journal for Research in Applied Science and Engineering Technology 10, no. 2 (2022): 157–65. http://dx.doi.org/10.22214/ijraset.2022.40115.

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Abstract: Heuristic algorithms are put to the test in games. Because they incorporate an unexpected opponent, two-person games are more challenging than a basic puzzle. In a two-player game, you must presume that your opponent has the same information as you and can use it just as well. As a result, you must presume that your opponent will make the best available move at each level of the game. The minimax method is built on this foundation. The players in minimax are referred to as MAX (the player) and MIN (the player) (the opponent). Both aim to get the most out of their actions. The player,
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9

Kurniawan, Marthin Hokita, and Daniel Udjulawa. "PERBANDINGAN PERFORMA ALGORITMA MINIMAX DAN ALPHA-BETA PRUNING PADA GAME CATUR CINA." Jurnal Algoritme 1, no. 1 (2020): 102–10. http://dx.doi.org/10.35957/algoritme.v1i1.443.

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Algoritma merupakan urutan yang lengkap dan logis, dengan urutan yang logis banyak cara yang dilakukan dengan urutan yang berbeda. Pada kasus ini akan dibandingkan performa dari algoritma Minimax dan Alpha Beta Pruning pada game Catur Cina (XiangQi). Tujuannnya adalah sejauh mana waktu yang digunakan oleh kedua algoritma tersebut efektif dalam permainan Catur Cina. Metodologi yang digunakan dalam membangun aplikasi adalah Rapid Application Development, yaitu merupakan pengembangan dari metodologi Software Development Life Cycle. Kegiatan yang dilakukan antara lain yaitu melakukan perencanaan d
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10

Baugher, Tara Auxt, and Stephen S. Miller. "Growth Suppression as a Control for Nectarine Pox." HortScience 26, no. 10 (1991): 1268–70. http://dx.doi.org/10.21273/hortsci.26.10.1268.

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A 2-year study was designed to test the effect of four growth-suppressing treatments on the incidence of nectarine [Prunus persica (L.) Batsch] pox, nectarine fruit quality, and the growth and nutritional status of nectarine trees. Root pruning was the only treatment that significantly reduced the incidence of nectarine pox. The percentage of red surface was increased by root pruning, foliar-applied paclobutrazol, and girdling. Root pruning and paclobutrazol suppressed extension shoot growth. Root pruning decreased fruit N, P, K, Mg, Mu, Fe, B, and Zn levels and increased fruit Ca. Results of
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11

Bilen, Tuğçe, and Berk Canberk. "Overcoming 5G ultra-density with game theory: Alpha-beta pruning aided conflict detection." Pervasive and Mobile Computing 63 (March 2020): 101133. http://dx.doi.org/10.1016/j.pmcj.2020.101133.

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12

Tandawidjaja, Christhofer Natalius, Hermawan Andika, and Edwin Meinardi. "Perancangan dan Pembuatan Kecerdasan Buatan dengan Metode Alpha Beta Pruning pada Aplikasi Permainan Kartu Capsa." Teknika 4, no. 1 (2015): 38–43. http://dx.doi.org/10.34148/teknika.v4i1.35.

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Game atau yang biasa disebut permainan merupakan aktivitas terstruktur atau semi terstruktur yang biasanya bertujuan untuk menghibur. Pada tugas akhir ini penulis mengembangkan permainan android dengan judul King and Slave Capsa yang merupakan salah satu media hiburan. Pengembangan permainan ini akan menggunakan framework Starling yang menggunakan bahasa Action Script 3 dengan bantuan aplikasi Adobe Flash Builder, dan menggunakan Alpha Beta Pruning sebagai kecerdasan buatannya. Adanya beberapa fitur dalam permainan seperti fitur permainan offline melawan komputer, permainan online dan google p
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13

Popic, Jan, Borko Boskovic, and Janez Brest. "Deep Learning and the Game of Checkers." MENDEL 27, no. 2 (2021): 1–6. http://dx.doi.org/10.13164/mendel.2021.2.001.

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In this paper we present an approach which given only a set of rules is able to learn to play the game of Checkers. We utilize neural networks and reinforced learning combined with Monte Carlo Tree Search and alpha-beta pruning. Any human influence or knowledge is removed by generating needed data, for training neural network, using self-play. After a certain number of finished games, we initialize the training and transfer better neural network version to next iteration. We compare different obtained versions of neural networks and their progress in playing the game of Checkers. Every new ver
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14

Ginsberg, M. L. "GIB: Imperfect Information in a Computationally Challenging Game." Journal of Artificial Intelligence Research 14 (June 1, 2001): 303–58. http://dx.doi.org/10.1613/jair.820.

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This paper investigates the problems arising in the construction of a program to play the game of contract bridge. These problems include both the difficulty of solving the game's perfect information variant, and techniques needed to address the fact that bridge is not, in fact, a perfect information game. GIB, the program being described, involves five separate technical advances: partition search, the practical application of Monte Carlo techniques to realistic problems, a focus on achievable sets to solve problems inherent in the Monte Carlo approach, an extension of alpha-beta pruning from
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15

Vuckovic, Vladan. "Realization of the chess mate solver application." Yugoslav Journal of Operations Research 14, no. 2 (2004): 273–88. http://dx.doi.org/10.2298/yjor0402273v.

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This paper presents details of the chess mate solver application, which is a part of the author?s Geniss general chess application. The problem chess is an important domain connected with solving of the chess problems. The Geniss Mate Solver (G.M.S.) application solves Mate-in-N-move problems. Main techniques used for the implementation of the application are full-width searching with Alpha-Beta pruning technique and zero evaluation function. The application is written in Delphi for Windows programming environment and the searching engine is completely coded in assembly language (about 10000 l
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16

Aguston, Rendy Layman, Hermawan Andika, and Edwin Meinardi Trianto. "Pemanfaatan Augmented Reality Pada Permainan Othello." Teknika 5, no. 1 (2017): 1–9. http://dx.doi.org/10.34148/teknika.v5i1.46.

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Perkembangan teknologi telah mengubah cara pengerjaan suatu pekerjaan dari cara konvensional menjadi cara yang lebih praktis. Dengan hadirnya teknologi Augmented Reality, cara bermain yang menggunakan pion dan membalikkan pion musuh secara manual menjadi lebih mudah dalam memainkan permainan selain juga dapat berinteraksi langsung. Pembuatan permainan Othello menggunakan program Unity dengan framework Vuforia untuk mewujudkan Augmented Reality pada permainan Othello. Untuk menerapkan Augmented Reality dengan baik, dibutuhkan papan permainan sebagai image target yang sesuai dengan kriteria, jen
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17

Tommy, Lukas, Mardi Hardjianto, and Nazori Agani. "The Analysis of Alpha Beta Pruning and MTD(f) Algorithm to Determine the Best Algorithm to be Implemented at Connect Four Prototype." IOP Conference Series: Materials Science and Engineering 190 (April 2017): 012044. http://dx.doi.org/10.1088/1757-899x/190/1/012044.

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18

Benjamin, L. E., I. Hemo, and E. Keshet. "A plasticity window for blood vessel remodelling is defined by pericyte coverage of the preformed endothelial network and is regulated by PDGF-B and VEGF." Development 125, no. 9 (1998): 1591–98. http://dx.doi.org/10.1242/dev.125.9.1591.

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Little is known about how the initial endothelial plexus is remodelled into a mature and functioning vascular network. Studying postnatal remodelling of the retina vasculature, we show that a critical step in vascular maturation, namely pericyte recruitment, proceeds by outmigration of cells positive for (alpha)-smooth muscle actin from arterioles and that coverage of primary and smaller branches lags many days behind formation of the endothelial plexus. The transient existence of a pericyte-free endothelial plexus coincides temporally and spatially with the process of hyperoxia-induced vascul
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19

Adaskaveg, J. E., H. Förster, and J. H. Connell. "First Report of Fruit Rot and Associated Branch Dieback of Almond in California Caused by a Phomopsis Species Tentatively Identified as P. amygdali." Plant Disease 83, no. 11 (1999): 1073. http://dx.doi.org/10.1094/pdis.1999.83.11.1073c.

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A fruit rot of almond (Prunus dulcis (Mill.) D. Webb.) was observed in an orchard in Durham, CA (Butte County), in June of 1998 after an unusually wet spring with a total precipitation of 17.2 cm for April and May. Disease incidence on fully developed fruit of almond cv. Sonora was nearly 90% in the lower tree canopy by July. Almond cv. Nonpareil grown in alternate rows in the same orchard was much less affected. Fruit symptoms included extensive grayish brown discolored and shriveled hulls, often associated with a clear gum secretion and shriveled kernels. Affected fruit frequently abscised.
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20

Kurniawan, Dany, Rosa Delima, and Nugroho Agus Haryono. "IMPLEMENTASI ALGORITMA NEGASCOUT PADA PERMAINAN NINE MEN’S MORRIS." Jurnal Informatika 11, no. 1 (2015). http://dx.doi.org/10.21460/inf.2015.111.419.

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Application development nowadays many are using technology/knowledge of Artificial Intelligence study. This research tries to make an intelligence agent that can play Nine Men’s Morris game using Negascout algorithm. The purpose of this research are to compare the effectiveness of Negascout algorithm in exploring the best move along with time that required, compared with Alpha-Beta Pruning algorithm. The result from this research are Negascout algorithm explores fewer nodes and require less time in the search of the best move compared with Alpha-Beta Pruning algorithm.
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21

Sumali, Brian, Ivan Michael Siregar, and Rosalina Rosalina. "Implementation of Minimax with Alpha-Beta Pruning as Computer Player in Congklak." Jurnal Teknik Informatika dan Sistem Informasi 2, no. 2 (2016). http://dx.doi.org/10.28932/jutisi.v2i2.452.

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22

Karuniawan, Alfarabi Dwi, Aries Saifudin, and Ari Irawan. "PERBANDINGAN METODE OPTIMASI ALGORITMA MINIMAX PADA PERMAINAN CATUR." Jurnal Algoritma, Logika dan Komputasi 1, no. 2 (2018). http://dx.doi.org/10.30813/j-alu.v1i2.1371.

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<p>Permainan catur telah banyak dikembangkan pada media digital, namun permainan yang telah dihasilkan masih memiliki beberapa kekurangan, seperti lambatnya komputer menentukan pergerakan lanjutan, atau kurang tepatnya komputer memilih bidak dan pergerakannya saat bertanding melawan pengguna. Pada penelitian terdahulu tentang kecerdasan buatan, permainan catur dapat dibuat dengan menggunakan algoritma minimax, namun karena kompleksitas dari permainan catur yang mengakibatkan lambatnya proses saat komputer menghitung langkah dan mengambil keputusan pergerakan bagi bidak-bidak miliknya, be
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23

Tommy, Lukas, Mardi Hardjianto, and Nazori Agani. "The Analysis of Alpha Beta Pruning and MTD(f) Algorithm to Determine the Best Algorithm to be Implemented at Connect Four Prototype." Proceeding of the Electrical Engineering Computer Science and Informatics 3, no. 1 (2016). http://dx.doi.org/10.11591/eecsi.v3.1122.

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24

Tommy, Lukas, Mardi Hardjianto, and Nazori Agani. "The Analysis of Alpha Beta Pruning and MTD(f) Algorithm to Determine the Best Algorithm to be Implemented at Connect Four Prototype." Proceeding of the Electrical Engineering Computer Science and Informatics 3, no. 1 (2016). http://dx.doi.org/10.11591/eecsi.v3i1.1122.

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