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五子棋核心算法
- 五子棋是一种受大众广泛喜爱的游戏,其规则简单,变化多端,非常富有趣味性和消遣性。这里设计和实现了一个人机对下的五子棋程序,采用了博弈树的方法,应用了剪枝和最大最小树原理进行搜索发现最好的下子位置。介绍五子棋程序的数据结构、评分规则、胜负判断方法和搜索算法过程-331 is a widely loved by the public of the game, its rules simple and changeable, very ric
VC界面一字棋
- 用人工智能的αβ剪枝算法实现,界面整洁漂亮,人机各为一方,三子连成一线即赢- pruning algorithm, clean interface beautiful, man-machine for the party, three sons and circumstance that is even win
fivelink_java_yjg
- 无禁手的五子棋带人工智能,采用alpha-beta剪枝的算法,可以以console和web applet和可执行程序的方式运行-no cut-hand with the 331 artificial intelligence, using alpha-beta pruning algorithm can a console and a web applet and executable running the
XOnew
- 带AI的井字棋游戏,使用的是阿尔法-百塔剪枝算法-crosswise with the AI game of chess, using the Alpha-100 tower pruning algorithm
prune
- alpha and beta pruning 是人工智能方面的很重要的算法,对于理解search有非常重要的作用-alpha and beta pruning artificial intelligence is a very important algorithm, a search for understanding a very important role
search_optimize
- 本文将常见的设计剪枝判断的思路分成可行性剪枝和最优性剪枝两大类,并结合上述三个原则分别以一道竞赛题为例作了说明,最后对剪枝方法作了一些总结。-this paper the design of common pruning judgment ideas into pruning feasibility and optimality pruning two categories, and the combination of these t
prune
- alpha and beta pruning 是人工智能方面的很重要的算法,对于理解search有非常重要的作用-alpha and beta pruning artificial intelligence is a very important algorithm, a search for understanding a very important role
Rate~distortion~optimized~image~compression~using~
- in this paper,wo propose an extension of the zerotree-based space-frequency quantization algorithm by adding a wedgelet symbol to its tree-pruning optimization.-in this paper. wo propose an extension of the zeotree-based
Alpha_Beta
- 对树剪枝算法,输入文件为tree.txt,显示剪枝位置-On tree pruning algorithm, the input file for tree.txt, show the location of pruning
MPRGFFT
- 可利用该源码程序实现输入、输出都为少数点时的FFT Pruning算法。-Can make use of the source program input and output for a small number of points of FFT Pruning Algorithm.
nnprune
- This function applies the Optimal Brain Surgeon (OBS) strategy for % pruning neural network models of dynamic systems. That is networks % trained by NNARX, NNOE, NNARMAX1, NNARMAX2, or their recursive % counterpar
skelinationpruning
- 一种新的骨架修剪算法,与之前的其他算法相比,在处理复杂图像时,其修剪效果更好。-A new skeleton pruning algorithm, and compared to other algorithms before, in dealing with complex images, the better pruning.
2
- 采用极大极小剪枝的博弈算法实现的五子棋游戏,可以工机对弈.人人对弈。-The use of minimax pruning algorithm of the game Gobang games, game machines can work. All game.
skeletonization
- 这是神经网络里面结构优化里面重要的剪枝方法之一,灵敏度剪枝方法。-This is a neural network structure optimization inside one of the methods inside the major pruning, sensitivity pruning method.
Alpha_Beta
- 基于VC++的神经网络剪枝算法程序;“剪枝算法”是一种通过简化神经网络结构来避免网络过拟合的有效方法之一。内附程序说明文档,介绍了该算法的主要原理,运行结果说明以及程序流程图。是很好的学习资料-VC++ based on neural network pruning algorithm program " pruning algorithm" is a kind of neural networks by simpl
Clearance-pruning-method
- 限界剪枝法的VB编程ppt,让你了解该算法。-Clearance pruning method of VB programming ppt, so that you understand the algorithm.
Pruning-the-Volterra-series-for
- 基于物理知识的volterra 级数的一种简化方法-Pruning the Volterra series for behavioral modeling of power amplifiers using physical knowledge
main123
- Apriori核心算法过程如下: 过单趟扫描数据库D计算出各个1项集的支持度,得到频繁1项集的集合。 连接步:为了生成,预先生成,由2个只有一个项不同的属于的频集做一个(k-2)JOIN运算得到的。 剪枝步:由于是的超集,所以可能有些元素不是频繁的。在潜在k项集的某个子集不是中的成员是,则该潜在频繁项集不可能是频繁的可以从中移去。 通过单趟扫描数据库D,计算中各个项集的支持度,将中不满足支持度的项集去掉形成
Pruning-algorithm
- 剪枝算法,输入为路径矩阵、代价矩阵,输出为代价不超过upbound的最短路径。包含源码、数据和可执行文件。-Pruning algorithm
Alpha-Beta-Pruning-on-Surakarta-Game
- Alpha Beta Pruning on Surakarta Game