Artificial Intelligence Applications

In this page you will find some applications of Artificial Intelligence (mainly games), which I have developed. I hope you will find them amusing.

Minesweeper

minesweeperIt is the classic game Minesweeper that exists in almost every PC with MS Windows. In our version (which was co-developed with Michael Makidis and Aris Kosmopoulos) the player can play against the Computer. The A.I. implementation uses Propositional Logic for knowledge representation and a variant of the DPLL algorithm for reasoning. The application was written in C# 2.0 and requires the .NET framework 2.0 to be installed before it runs. Its user interface is available in Greek only.

The development of this app was a project for the "Logic and Artificial Intelligence" course at the "Computer Science" Grad Program at AUEB.

Backgammon

backgammon
This is a typical implementation of the popular game Backgammon. It was a project for the "Logic and Artificial Intelligence" course at the "Computer Science" Grad Program at AUEB. The application was co-developed with Michael Makidis and Aris Cosmopoulos.

This AI implementation uses a combination of Hill Climbing and MiniMax algorithms and it has a fairly easy to use user interface (available in Greek only). The human player uses the orange pieces and the computer player uses the blue pieces. The human player can select whether he/she wants to perform the first move or have the A.I. to do so. The application was written in C# 2.0 and requires the .NET framework 2.0 to be installed before it runs.

Reversi

reversiThis app is an implementation of the Reversi game for one player (against the program's A.I.) with a Sci-Fi essence. In this version, the black and white pieces are spaceships, while the traditional green board is being replaced by the infinite universe.
It was one of the projects for the "3435 - Artificial Intelligence" class of the undergraduate AUEB Dpt. of Informatics courses. The app uses the MiniMax algorithm (more precisely, the improved ΑΒ variant) and a heuristic function for the computer to decide its next move (the depth of the AB changes proportionally to the amount of the available moves). The application was developed in C++ and DirectX 8.1. Unfortunately in some newer versions of the DirectX, there are some problems in the graphics (the score isn't display correctly), but we have tested in Windows Vista and DirectX 10 and everything worked.

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