Thesis (Selection of subject)Thesis (Selection of subject)(version: 393)
Thesis details
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Artificial Intelligence for Quoridor game
Thesis title in Czech: Umělá inteligence pro hru Quoridor
Thesis title in English: Artificial Intelligence for Quoridor game
Key words: Quoridor|AI|Board Game
English key words: Quoridor|AI|Board Game
Academic year of topic announcement: 2022/2023
Thesis type: Bachelor's thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Klára Pešková, Ph.D.
Author: hidden - assigned and confirmed by the Study Dept.
Date of registration: 15.09.2023
Date of assignment: 15.09.2023
Confirmed by Study dept. on: 27.09.2023
Date and time of defence: 05.02.2024 09:00
Date of electronic submission:18.01.2024
Date of submission of printed version:15.01.2024
Date of proceeded defence: 05.02.2024
Opponents: RNDr. Jiří Švancara, Ph.D.
 
 
 
Guidelines
Quoridor is a two- or four-player board strategy game. The objective is to get a pawn to the opposite side of the game board. In each turn, a player can either move their pawn or place one of their 10 fences on the board. Given a relatively simple set of rules, programming an AI agent for Quoridor is still challenging - the mechanism of fences brings in randomness which makes it a hard problem for bruteforce tree search algorithms, also there is a lack of straightforward heuristics.

In this thesis work, the student will implement the game of Quoridor for two players and will write agents that can play the game using various techniques, including minimax search, rules-based heuristics and Monte Carlo tree search. The student will compare and analyze the performance of these agents and visualize the decision process, where possible.
References
[1] Stuart Russell and Peter Norvig. "Artificial Intelligence: A modern approach." 3rd ed., Pearson (2010). ISBN: 978-0136042594
[2] Browne, Cameron B., et al. "A survey of Monte Carlo tree search methods." IEEE Transactions on Computational Intelligence and AI in games 4.1 (2012): 1-43.
[3] Millington, Ian, and John Funge. "Artificial intelligence for games." CRC Press, 2016.
 
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