Theory of Computer Games
tshsu [AT] iis.sinica.edu.tw
TEL: +886-2-2788-3799 ext. 1701
- Teaching excellence award 20160926
- Teaching excellence award 20200928
- Teaching excellence award 20210928
- Teaching excellence award 20220928
- Textbook: Computers and Classical Board Games An Introduction, by Tsan-sheng Hsu, Shun-Chin Hsu, Jr-Chang Chen, Yi-Ting Chiang, Bo-Nian Chen, Yun-Ching Liu, Hung-Jui Chang, Sue-Chen Tsai, Ting-Yu Lin and Gang-Yu Fang, National Taiwan University Press, June 2017, ISBN: 978-986-350-237-1.
- Topics that may be covered in this course.
- Syllabus and a brief overview
- Theory of computer games: an AI oriented introduction
- Single-agent search
- 2-player perfect information games: A brief survey
- C.E. Shannon's 1950 computer chess paper
- Alpha-beta pruning: Algorithms and analysis
- Scout and NegaScout
- Enhancements to alpha-beta pruning
- Monte-Carlo game tree search
- Parallel game tree search
- Case study: Computer Chinese chess
- Selected advanced topics
- Concluding remarks
- Good programming skills: this course asks for an implementation
of a 2-player game as part of the requirements.
- Good training in basic data structures and algorithms.
- It is better that you either have taken A.I. before or have known
basic ideas of A.I by yourself.
- Home pages of all the years that I taught and am teaching.