User Based Intelligent Adaptation of Five in a Row Game for Android Based on the Data from the Front Camera

Playing games on mobile phones is very popular nowadays. Many people prefer logic games such as chess, five in a row, checkers etc. This work aspires to come up with a concept of such game, in which the user will not have to deal with setting the opponent

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1 Introduction Nowadays a large number of people own a smartphone. Many of them don’t use it just for the basic purposes, but also for fun and playing games. For sure we could find many users as well that would like to play on their smartphone a game known mainly from school desks – five in a row. Playing five in a row on the smartphone has a big advantage, that the user doesn’t need a real opponent. The opponent can be some algorithm of an artificial intelligence. For the best possible enjoyment of the game it is important that the user can choose the opponent to play with the equable emulator possible. And even better is, if the suitable opponent for the user is set automatically and the user can simply enjoy the experience of the game with the opponent and does not have to deal with any application settings. © Springer International Publishing Switzerland 2016 L.T. De Paolis and A. Mongelli (Eds.): AVR 2016, Part I, LNCS 9768, pp. 133–149, 2016. DOI: 10.1007/978-3-319-40621-3_9

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J. Novotny et al.

For the automatic selection of the opponent’s level can be used the data from the smartphone front camera. Presently there exist a number of algorithms of computer vision, which are able not only to identify a human faces (face-detection), but also to analyze the found face and gain different specifications (face-recognition), such as sex, age, race etc. However, these specifications don’t have to serve only to change the opponent’s level in the five in a row, but as well for the overall adjustment of the application to the user. Therefore the main goal of this work is the conception of the suitable opponent algorithm in the game five in a row that can intelligently change its difficulty according to the front camera data. Thus the work handles with two main topics: (1) formation of the algorithm for the opponent in the game five in a row with a possibility to modify its difficulty (2) work with the image from the front camera and application of the computer vision algorithms with the purpose of recognition the shot faces The formation of the new algorithm for recognition of the shot faces is beyond the scope of this work. It is a difficult problem, which is well described in an article [1]. Though, this work resumes information about currently used technologies. Consequently the technologies are used and compared. In this work there is suggested the algorithm of the artificial intelligence for the opponent in the game five in a row. The paper does not contain explanation of the game rules. Concretely there are considered game rules of Gomoku with a playing field sized 15 × 15, see [6]. According to [2] there generally exist two types of algorithms for five in a row (and similar games such as chess) – no-searching and searching. The first, easier of them, is mostly based on several rules that result from experience of the algorithm’s author. This way in contrary to the other does not use any searching. The second way is more sophisticated and uses space searching of all the possible rolls into a certain depth. Pr