Due Tuesday, June 10, at 2:00 PM via Blackboard. Please submit your write-up as a PDF file on Blackboard. Late assignments will be penalized 10% per day.

Assignment 6 - Non-programmers

You can work together in teams of up to four. Each team should have at least one "programmer" as defined in the Intro lecture notes.

  1. (4 points) AI approaches for Othello have been around for a while. In about 1/2 of a page (or more), describe an approach as an alternative to using Minimax Search to maximum depth. Specifically, searching the entire tree will be impossible during the class's final Othello competition, so your approach should be focused on a good evaluation function and/or an intelligent search method.

    It is acceptable to find an approach on the internet, but you must write your own description. Notably, Google Scholar is a good resource for finding state-of-the-art AI approaches for games.

    Your goal is to provide a clear description so that a Programmer could easily grasp your approach and implement it without further information. The Disk-square Tables description on Wikipedia, for example, would be insufficient because the actual square values are not specified (and a method for the AI to learn the values itself isn't specified either).

  2. (4 points) In about 1/2 of a page, motivate your AI approach in a way that may convince your Programmer teammates (and TAs, among others) that this approach is better than others.

    Questions you may consider:
      What makes your approach better than a naive Minimax Search?
      Which situations do you think your approach will perform very well in?
      Can you think of any weaknesses to your approach? If so, can you think of ways to minimize them?