搜索资源列表
五子棋核心算法
- 五子棋是一种受大众广泛喜爱的游戏,其规则简单,变化多端,非常富有趣味性和消遣性。这里设计和实现了一个人机对下的五子棋程序,采用了博弈树的方法,应用了剪枝和最大最小树原理进行搜索发现最好的下子位置。介绍五子棋程序的数据结构、评分规则、胜负判断方法和搜索算法过程-331 is a widely loved by the public of the game, its rules simple and changeable, very rich and interesting recreational
boyi
- 一个用C# 程序实现的一字旗博弈游戏游戏。 使用算法为α-β剪枝算法。-a C# program to the flag of the word game game game. Algorithm for the use of Europium-beta pruning algorithm.
wuziqi1100
- 这里设计和实现了一个人机对下的五子棋程序,采用了博弈树的方法,应用了剪枝和最大最小树原理进行搜索发现最好的下子位置。介绍五子棋程序的数据结构、评分规则、胜负判断方法和搜索算法过程。-here Design and Implementation of a crew of 331 under the procedures adopted Game tree, Application of pruning trees and the largest and most principle Search
Rate~distortion~optimized~image~compression~using~
- in this paper,wo propose an extension of the zerotree-based space-frequency quantization algorithm by adding a wedgelet symbol to its tree-pruning optimization.-in this paper. wo propose an extension of the zeotree-based s pace-frequency quantization
RotateByShear
- VC++编程,用修剪方法旋转图象,对于初学者完成图象的操作,有一定参考价值。-VC++ Programming, rotating images using pruning methods, for beginners to complete the operation of the image has a certain reference value.
alpha_beta
- 一个关于alpha-beta剪枝的程序,从tree.txt中读取树,然后输出剪枝结果。-An alpha-beta pruning procedure, read from tree.txt the tree, and then output the result of pruning.
yiziqi
- α-β剪枝实现的一字棋,作者为:翟晓华一个非常厉害的人物-α-β pruning to achieve the word game, the writer is:翟晓华a very formidable figure
chinesechess
- 本人机对弈程序采用了多种搜索算法.以下是本程序主要的类说明: 1.CEveluation类:估值类,对给定的棋盘进行估值. 2.CMoveGenerator类:走法产生器,对给定的棋盘局面搜索出所有可能的走法. 3.CSearchEngine类:搜索引擎基类. 4.CNegaMaxEngine类:负极大值法搜索引擎. 5.CAlphaBetaEngine类:采用了Alpha-Beta剪枝技术的搜索引擎. 6.CFAlphaBetaEngine类:
Nhuanghoujianzhi
- N皇后剪枝算法 关键字 回溯,剪枝 ,上界,下界,分支限界-N Queen pruning algorithm for keyword back, pruning, upper bound, lower bound, branch and bound
Alpha_Beta
- 人工智能算法中的alphabeta剪枝算法,使用c++编程-Artificial intelligence algorithm alphabeta pruning algorithm, the use of c++ programming
TASKS
- 限界剪枝法语回溯法类似,是一种在问题的状态空间树中搜索解的算法。优先级用优先队列来实现,优先级高即估计函数值越低的结点越靠近队列开头位置。-French back-Bound pruning method similar to the problem is a state-space search tree algorithm solution. Priority queue with priority to the realization of the high priority that i
AlgorithmDesignAnalysis
- 算法难,递归易,算法皆以递归源,相同处理自循环; 递归处理分和并,分而治之是首选。 DP全,贪心简,最优性质二者兼; DP需要表来填,子问题解表中见; 贪心策略需证明,整体可由局部建。 回溯深,分限广,剪枝函数两边忙; 一边剪左不可行,一边剪右非最优。 分限还需优先级,上界下界来排序; 叶子放在队列里,轮到它时达目的。-Algorithm is difficult, recursive easy recursive algorithm begin with the
one
- 求解最短哈密顿回路,先用贪心方法求解一个路径及权值,以此作为回溯剪枝界。-Solving the shortest Hamiltonian circuit, first with the greedy method to solve a path and weight, as a back pruning sector.
2-3
- 求解usaco 1-2-3namenum题,剪枝的枚举法-Solving usaco 1-2-3namenum title, pruning of the enumeration method
BranchAndBound
- 本程序是用分支定界法求最短路径的程序,用C++编写。采取的基本思想是:使用最小优先队列分支界限法来构建程序,细节是对于每个节点,包含三个变量:当前走过的路径长度、当前的花费和该节点对应的实际城市的编号。关于确定节点优先级,我们规定首先以“当前走过的路径长度”来确定优先级,当路径长度相等时,以“当前的花费”来确定优先级。同时,我们还定义两个数组dist[i]和pric[i]保存当前求得的从源城市到每个城市的最短距离和花费,用于剪枝时的评判标准。-This procedure is to use b
tic_tac_toe
- 这是一个简单的一字棋游戏,采用阿尔法贝塔剪枝算法做成的。-This is a simple word chess game, using Alpha Beta pruning algorithm are made.
VisualC__NETshuxingkongjiandeshiyong
- 对树形控件中项目的添加、图标的建立、项目的选择以及右键弹出快捷菜单等技术进行详细的阐述,对树形控件项目的操作与更新进行说明,对在树形控件与数据库的连接中需 要注意的问题进行了探讨。-On the tree control to add the item, the icon of the establishment of project selection and the right technologies such as pop-up shortcut menu detail, the o
57578885Horse
- 实现了跳马的回溯算法,做了一定程度的优化,在一定范围内实现了剪枝操作,速度较快。但当棋盘较大时速度会下降得很快。-Backtracking algorithm to achieve the vault, do a degree of optimization, in a certain range to achieve the pruning operation, faster. But when the board is large rate will drop rapidly.
checker
- USACO(checker challenge) 1.搜索+对称剪枝 2.搜索+位运算-USACO (checker challenge) 1. Search+ symmetric pruning 2. Search+ bit operation
Pruning-the-Volterra-series-for
- 基于物理知识的volterra 级数的一种简化方法-Pruning the Volterra series for behavioral modeling of power amplifiers using physical knowledge
