Othello with Artificial Intelligence (as seen on uti)
I have been wanting to create an AI for Othello for a very long time, so I am finally deciding to pursue this idea. AI is something that has always fascinated me. Out of all the topics in mathematics and computer science, I find that there are 3 topics that interest me most:
Chaos Theory
Artificial Intelligence
Cellular Automaton
Getting back on topic, I will be posting to this thread as I develop the AI. So far I have already completed the engine, so all that is left is the AI. Since creating an AI is rather difficult, at least in my opinion, I have organized a tentative schedule which I believe will allow the AI to be constructed most easily.
Rules constraining the AI's movement will be developed in the following order:
1] random location
2] location yielding maximum points
3] static location offense (corners and edges)
4] static location defense
5] increase AI mobility
6] decrease opponent mobility
After all of these have been implemented, the AI will no longer be basing moves on trivial information such as maximum points, but rather it will be forcing moves onto its opponent. The first 2 stages are for development purposes only, and only exist to help lay the foundation for the real AI.
Alright, so that is the current plan. Just thought I would let everyone know, since I will be requiring quite a few testers to verse the AI for me in addition to my own limited playing ability. My final thoughts as I wrap this post up are concerning depth search and self learning. It would be sort of an ultimate goal to include self learning into the AI, but seeing as this will be programmed in basic, the limitations will probably make this impossible to implement. As with the depth of search, I will probably be limited to 2 ply, since anything greater would make the AI latency unbearable.