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L’Intelligence Artificielle et les Jeux
 
 
 
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Structure de la présentation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1. Jeux de réflexion
1.1. Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.1.1. Espace d’état x x
1.1.2. Arbre du jeu
1.2. Jeux à deux joueurs avec connaissance parfaite 360 10 172 10 Go (19x19) 123 10 46 10 Echecs 31 10 21 10 Dame 21 10 14 10 Puissance 4 50 10 10 10 Moulin Arbre du jeu Espace d'état Jeu
L’algorithme minimax
L’algorithme alpha-beta
1.2.1. Puissance 4 Résolu en 1989  (par deux personnes différentes)
1.2.1. Puissance 4 Résolu en 1989  (par deux personnes différentes)  ,[object Object],[object Object]
1.2.1. Puissance 4 ,[object Object],[object Object],[object Object],Résolu en 1989  (par deux personnes différentes)
1.2.1. Puissance 4 ,[object Object],[object Object],[object Object],Le programme VICTOR implémente la seconde approche et gagne systématiquement s’il commence. Résolu en 1989  (par deux personnes différentes)
1.2.2. Le jeu du moulin Résolu en 1995
1.2.2. Le jeu du moulin Résolu en 1995 ,[object Object],[object Object],[object Object]
1.2.2. Le jeu du moulin Résolu en 1995 ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.2.3. Le jeu de dame Premier jeu où un programme bas  le champion du monde (1994) Résolu en 2007
1.2.3. Le jeu de dame Premier jeu où un programme bas  le champion du monde (1994) Résolu en 2007 ,[object Object],[object Object],[object Object]
1.2.3. Le jeu de dame Premier jeu où un programme bas  le champion du monde (1994) Résolu en 2007 ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.2.4. Le jeu d’échecs Victoire de Deep Blue contre Kasparov en 1997 Loin d’être résolu
1.2.4. Le jeu d’échecs Victoire de Deep Blue contre Kasparov en 1997 Loin d’être résolu ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.2.4. Le jeu d’échecs Victoire de Deep Blue contre Kasparov en 1997 Loin d’être résolu ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1.2.5. Le Go Amateur Les pros battent les machines même avec 9 jetons de handicap
1.2.5. Le Go Amateur Les pros battent les machines même avec 9 jetons de handicap ,[object Object],[object Object],[object Object]
1.2.5. Le Go Amateur Les pros battent les machines même avec 9 jetons de handicap ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.3. Jeux avec facteur chance et/ou à connaissance imparfaite
Monte-Carlo Tree Search
1.3.1. Backgammon Dans les années 90, les softs de Backgammon ont largement dépassé le niveau humain
1.3.1. Backgammon Dans les années 90, les softs de Backgammon ont largement dépassé le niveau humain ,[object Object],[object Object]
1.3.1. Backgammon Dans les années 90, les softs de Backgammon ont largement dépassé le niveau humain ,[object Object],[object Object],[object Object],[object Object]
1.3.2. Poker En 2008, Polaris bat des pros en FL HU Les programmes de NL FR sont prévisibles
1.3.2. Poker En 2008, Polaris bat des pros en FL HU Les programmes de NL FR sont prévisibles ,[object Object],[object Object],[object Object]
1.3.2. Poker En 2008, Polaris bat des pros en FL HU Les programmes de NL FR sont prévisibles ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.4. Les casse-tête 98 10 Sokoban 19 10 Rubik's Cube Espace d'état Jeu
Exploration d’un graphe
Élimination des cycles
L’algorithme A*
L’algorithme A*
1.4.1. Le Rubik’s Cube Les meilleurs softs jouent de  manière optimale
1.4.1. Le Rubik’s Cube Les meilleurs softs jouent de  manière optimale ,[object Object],[object Object],[object Object]
1.4.1. Le Rubik’s Cube Les meilleurs softs jouent de  manière optimale ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.4.2. Sokoban Les bons joueurs humains sont toujours beaucoup plus forts que les meilleurs programmes
1.4.2. Sokoban Les bons joueurs humains sont toujours beaucoup plus forts que les meilleurs programmes ,[object Object],[object Object],[object Object],[object Object],[object Object]
1.4.2. Sokoban Les bons joueurs humains sont toujours beaucoup plus forts que les meilleurs programmes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2. Jeux vidéos
2.1. Pathfinding
Exemple de problème
Exemple de problème
Exemple de problème
Exemple de problème
Exemple de problème
2.2. Command & Conquer
2.2.1. Prédécesseur Dune (1990) et Dune II (1992)
2.2.2. Conflit du Tibérium 1995
2.2.3. Alerte Rouge 1996
2.2.4. Generals 2003
Récapitulatif ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusion ,[object Object],[object Object],[object Object]

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Ia et jeux