We have designed a backgammon program to play intelligent games. It can make good decisions of the moves of its checkers. It also can learn from its past experience. This thesis describes how this program works. This thesis is divided into seven chapters. Chapter one gives some background in Artificial Intelligence and the backgammon game. Chapter two summarizes the history of the last 30 years of computer game playing by some well-known researchers in A.I. field. Chapter three "briefly describes the overview of this backgammon pro gram, including the basic playing, input, move verification, output, game starting and terminating, and move generation routines. Chapter four describes implementation & performance of the multiple linear polynomials decision-making algorithm that was used in this project. This chapter also discusses different strategies and the scoring terms that were used in the strategy polynomials. Chapter five describes the fast learning algorithm that was used, and how it improved the performance of the program. Chapter six gives sample games that the program played with a few human competitors and also analyzes the program's performance. Chapter seven discusses some future developments, extensions of the program, and the conclusions that we have from the result the project.
Library of Congress Subject Headings
Computer games--Design; Backgammon--Data processing; Microcomputers--Programming
Computer Science (MS)
Department, Program, or Center
Computer Science (GCCIS)
Yang, Chang-Chung, "An Artificial Intelligence Approach to the Game of Backgammon" (1983). Thesis. Rochester Institute of Technology. Accessed from
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