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dc.contributor.authorIdigoras, Anne
dc.contributor.authorGaldós, Beñat
dc.contributor.authorEcheverria, Imanol
dc.contributor.authorOrdoñez, Josune
dc.contributor.authorEcheveste, Mayi
dc.contributor.authorLópez Gazpio, Iñigo ORCID
dc.date.accessioned2020-06-30T10:51:28Z
dc.date.available2020-06-30T10:51:28Z
dc.date.issued2020
dc.identifier.citationEkaia 37 : 305-325 (2020)
dc.identifier.issn0214-9001
dc.identifier.urihttp://hdl.handle.net/10810/44748
dc.description.abstractArtikulu honetan Deustuko Unibertsitateko ikasle talde batek adimen artifiziala ikasgaiko kontzeptuak aplikatzen dituzte telebistako saio batean planteatzen den buru-hausgarri bat konputazionalki ebazteko: 15 makilen jokoa. 15 makilen jokoa buru-hausgarri motako joko bat da non bi parte-hartzaileek azken makila ez hartzeko elkar lehiatzen diren. Arazo hau ebazteko, adimen artifiziala deskribatzen da, batez ere bilaketa arazoetan sakonduz, 15 makilen jokoa deskribatzen da eta soluzio konputazional baten metodologia planteatzen da ikasketa automatikoko metodoak erabiliz. Honela, inolako kanpo informaziorik erabiltzen ez duen software agente batek jokoa ebazten ikasten du bere buruaren aurka lehiatuz, eta jokoaren egoera irabazleak eta galtzaileak diskriminatzen ikasten du. Bukatzeko, garatutako software agentearen eta honek jarraitzen duen ikasketa prozesuaren gaineko analisi sakon bat egiten da. Azkenik, ondorioak zein etorkizuneko lanak planteatzen dira.; In this paper students from the University of Deusto apply the concepts learned in the articial intelligence subject to solve a 2-player competitive game proposed recently in a television program: the 15 sticks game. The 15 sticks game consists on a 2-player competitive game in which players must not pick the last stick. For the task, we describe articial intelligence in the context of search spaces and game heuristics, define the 15 sticks game and propose a computational approach based on machine learning to solve it. The software agent is able to learn to solve the game effciently by playing against itself through iterations with no external supervision. We finally provide extensive analysis on the developed software agent and remark the conclusions and future work.
dc.language.isoeus
dc.publisherServicio Editorial de la Universidad del País Vasco/Euskal Herriko Unibertsitatearen Argitalpen Zerbitzua
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/
dc.titleAdimen artifizialaren erabilera buru-hausgarriak ebazteko: 15 makilen jokoa
dc.typeinfo:eu-repo/semantics/article
dc.rights.holder© 2020 UPV/EHU Attribution-NonCommercial-ShareAlike 4.0 International
dc.identifier.doi10.1387/ekaia.20831


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© 2020 UPV/EHU Attribution-NonCommercial-ShareAlike 4.0 International
Except where otherwise noted, this item's license is described as © 2020 UPV/EHU Attribution-NonCommercial-ShareAlike 4.0 International