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Faculté des Sciences appliquées
Faculté des Sciences appliquées
MASTER THESIS
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Development of a Video Game and Creation of an Artificial Player

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Lorent, Nicolas ULiège
Promotor(s) : Ernst, Damien ULiège
Date of defense : 8-Sep-2016/9-Sep-2016 • Permalink : http://hdl.handle.net/2268.2/1665
Details
Title : Development of a Video Game and Creation of an Artificial Player
Translated title : [fr] Développement d'un jeu vidéo et création d'une intelligence artificielle
Author : Lorent, Nicolas ULiège
Date of defense  : 8-Sep-2016/9-Sep-2016
Advisor(s) : Ernst, Damien ULiège
Committee's member(s) : Boigelot, Bernard ULiège
Geurts, Pierre ULiège
Wehenkel, Louis ULiège
François-Lavet, Vincent ULiège
Language : English
Number of pages : 99
Keywords : [en] Artificial intelligence
[en] AI
[en] Collectible card game
[en] CCG
Discipline(s) : Engineering, computing & technology > Computer science
Target public : Researchers
Professionals of domain
Student
General public
Other
Institution(s) : Université de Liège, Liège, Belgique
Degree: Master en sciences informatiques, à finalité approfondie
Faculty: Master thesis of the Faculté des Sciences appliquées

Abstract

[en] The purpose of this work is twofold. In a first part, we developed a real-time strategic card game from scratch. It included the design of game rules, a user interface, cards, decks, and the implementation of the game in java with neither a game engine nor an external library. The game is playable online or offline, against other human players or artificial players, and with pre-built or custom decks.
In a second part, two artificial players were created for playing the card game. Firstly, a heuristic player that evaluates moves by quantifying the amount of resources it gains (or loses) versus the amount of resources its opponent gains (or loses). Secondly, a more advanced player that simulates the long-term consequences of a move until the end of the game to predict its outcome.
Results have shown the simulating player to outperform the heuristic one. By predicting the long-term consequences of moves, the simulating player has a stronger ability to planify its strategy, whereas the heuristic player always chooses the move maximising its short term reward. In addition, the simulating player’s performances are sufficient to challenge an expert human player.


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Author

  • Lorent, Nicolas ULiège Université de Liège > Master sc. informatiques, fin. appr. (ex 2e master)

Promotor(s)

Committee's member(s)

  • Boigelot, Bernard ULiège Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Informatique
    ORBi View his publications on ORBi
  • Geurts, Pierre ULiège Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Algorith. des syst. en interaction avec le monde physique
    ORBi View his publications on ORBi
  • Wehenkel, Louis ULiège Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Systèmes et modélisation
    ORBi View his publications on ORBi
  • François-Lavet, Vincent ULiège Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Dép. d'électric., électron. et informat. (Inst.Montefiore)
    ORBi View his publications on ORBi
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