Artificial Intelligence Chess AI with optimized minimax algorithm with alpha beta pruning and heuristic function implementation by Plipus Telaumbanua
Website: www.plipustel.com
Complete live code: Youtube PlipusCode Channel
This project is aimed for educational purpose, implement the Artificial Intelligence algorithms: Minimax and Alpha Beta Pruning. The pretty project example in game theory is building Chess AI. Since the game tree of Chess AI has over 10^40 nodes (According to Stuart Russel), it is impossible to traverse of the tree. The best way to cut off the pruned branch is by defining the Heuristic Evaluation Functions(Reference: Shannon Fano)
The Evaluation function on this project, take the very fundamental eval functions:
- 1. Pieces Power
- 2. Pieces Positions
- 3. Pieces Movement
- 4. King safety
For serious project, the sophistic evaluation functions must be added and improved
2024, Aug
Plipus Telaumbanua <www.plipustel.com>
![ChessAI](https://private-user-images.githubusercontent.com/11747796/356870680-99c8cee8-f0b8-4207-8dc7-ca6d6c319310.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MzkwMDIzMDksIm5iZiI6MTczOTAwMjAwOSwicGF0aCI6Ii8xMTc0Nzc5Ni8zNTY4NzA2ODAtOTljOGNlZTgtZjBiOC00MjA3LThkYzctY2E2ZDZjMzE5MzEwLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNTAyMDglMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjUwMjA4VDA4MDY0OVomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWJmN2M3MmM0MjljYmEyNGViMWI4OGUwYWFlMzU2YWVkM2M3Yjk2MjA3OTdmY2Q1YTBmNTZiOTEzYzFlZmYyZWImWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.rpfsC2PGAvVRaQTVCPzleAvtjtb9fl7y6CE9ZCsYvMc)
- Book: Artificial Intelligence a Modern Approach 3rd Edition: Russel Stuart, Peter Norvig
- Paper: Programming a Computer for Playing Chess: Claude E. Shannon