The final project for the "Grundlagen der Wissensverarbeitungs" lecture at the university of Hamburg.
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Updated
Jan 31, 2018 - Java
The final project for the "Grundlagen der Wissensverarbeitungs" lecture at the university of Hamburg.
A clone of the game 2048 using Angular 6. This implementation comes along with an AI solver built using expectimax algorithm with a depth limit of 5 and a simple heuristic function.
Supplementary code for the Master thesis "Developing Artificial Intelligence Agents to Manipulate Quantum Entanglement"
Implementation of Monte-Carlo Tree Search for the game of Gomoku
C++ library for solving taquin picture puzzles
Práctica de Inteligencia Artificial 1: Gasolineras
A framework to support heuristic search algorithms implementation and experiments
A program in C++ that creates a pseudo-random Rubik Cube and tries to solve it using the A* Algorithm.
Artificial intelligence
Implementation of Depth First Search, Breadth First Search, Iterative Deepening and A* for solving a puzzle game. This is part of a coursework assignment for Intelligent Systems module (COMP2208 - @ University of Southampton)
POC for title and credit sequence detection per series episode.
Repositorio de las prácticas de la asignatura Técnicas de los Sistemas Inteligentes, cursada en la UGR. curso 19-20
A* heuristic search
Understanding Sample Generation Strategies for Learning Heuristic Functions in Classical Planning
AI-driven Tic Tac Toe game using Minimax and Alpha-Beta Pruning.
This project develops a heuristic approach that can identify global optimal centroids for customer segmentation.
Perfomance optimsed heuristic variant of Iterative Deepening A* on the example of a sliding puzzle; OOP & functional
Using Genetic Algorithms to find a arbitrary sentance.
Implements backtracking to solve a sudoku
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