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Institute of Technology School of Electrical and Computer Engineering

This document describes a puzzle game project involving arranging numbers 1-8 on a board such that no two consecutive numbers are adjacent horizontally, vertically, or diagonally. It presents the objectives, search algorithms, and agent type used. Specifically, it uses a goal-based agent and search methods like A* with a heuristic of 13 to solve the puzzle. It notes some limitations like the ease of finding other solutions once the first is found and the lack of online multiplayer capability. The conclusion is that basic AI concepts were applied to create an intelligent computer program to solve this puzzle problem.

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0% found this document useful (0 votes)
28 views

Institute of Technology School of Electrical and Computer Engineering

This document describes a puzzle game project involving arranging numbers 1-8 on a board such that no two consecutive numbers are adjacent horizontally, vertically, or diagonally. It presents the objectives, search algorithms, and agent type used. Specifically, it uses a goal-based agent and search methods like A* with a heuristic of 13 to solve the puzzle. It notes some limitations like the ease of finding other solutions once the first is found and the lack of online multiplayer capability. The conclusion is that basic AI concepts were applied to create an intelligent computer program to solve this puzzle problem.

Uploaded by

habtamu
Copyright
© © All Rights Reserved
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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JIMMA UNIVERSITY

INSTITUTE OF TECHNOLOGY
SCHOOL OF ELECTRICAL AND COMPUTER

ENGINEERING

PROJECT:GAME
COURSE:ARTIFICIAL INTELIGENCE
GROUP ONE
NAMES

ID.NO.

1.ABIY TADESSE............................................................00378/03
2.ADISU WORKAYEHU.................................................00065/02
3.ABOMA RAGASSA......................................................
4.ABENEZER DIRIBA....................................................
5.ABDU MAKESHA.......................................................
6.ABEL BENEBERU......................................................00360/03
7.ABDULWAHID ...........................................................

INS.ENGR ISABELO JUN D. PAAT, ME-COE

Title:puzzle to avoid consequent numbers


Objectives
Arranging numbers (1-8) in such away that two consequent numbers shouldn't be
placed diagonally ,horizontally and vertically.
To obtain a numbers that is not adjacent to his precedence or successor.

For instance Correct tiles......

The green color


shows the position
of movements.

Incorrect
tiles ...............
since 6 and 7 ,
3and 4,2 and 3 ,
5and 6 are
adjacent
1 and 2,2 and 3 ,4
and 5,6 and 7 are
adjacent
Search Algorithms
State =>to obtain
tiles that are not
adjacent to each
others
Start state=> mixed
numbers of 1-8

Operators=>to move tiles up,down ,left and right


Path cost =manhattan distance =1 per move

Function correct tiles (correct locations) return an action {


If
If
If
If
}

location a then return up


location b then return left
location c then return right
location d then return down

Search
method
Heuristics
for puzzle
Example

H(n)=13
H(n)=13

In this way the rest will expand

Agent type
The agent we uses goal based agent since the information to select between actions in
the current state.

Limitation of game
If does not have additional features ones you have get the answer you can find the
rest of answer easily.
The game does not support dual play on line network.

Conclusion
So using basic concept of AI we bring intelligent computer programs . It is related to the
task of computer program to understand human intelligence.
Since AI simplified form of human brain,we can come up with correct solution to the
given problem.

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