Using Artificial Intelligence to Solve 2048 Game Challenges

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Delve into the world of artificial intelligence as it tackles the complexities of the 2048 game. Explore strategies, heuristic functions, and board evaluations to achieve the coveted 2048 tile. Discover how AI agents navigate the game board and make strategic moves to succeed.

  • Game AI
  • 2048
  • Artificial Intelligence
  • Heuristic Functions
  • Board Evaluation

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Presentation Transcript


  1. USING ARTIFICIAL INTELLIGENCE TO CREATE A SOFTWARE AGENT FOR SOLVING THE 2048 GAME SED2021, U ice, 08.10.2021.

  2. 2014, 09. march:GabrieleCirulli Thegame forwrittenduringone weekend using JS andCSS Advanced version of gameThrees Comments:Threes on steroids,nerdy, minimalist, frustrating game, addicting Viral,very addictive Simplegame with only 4controls: , , , Moves are played alternately: human player, computer,... Same value tilemerge into tilewith double value Goal: achieve tilewith value 2048on the board Game ends when there are no more emptytiles on the board SED2021, U ice, 08.10.2021.

  3. Right Up Down Left X Branch factor varies between 0 and 4, for presented board it is 3 (Up, Left or Right) Computer answers e1ther with tile 2 (90%), or tile 4 (10%) SED2021, U ice, 08.10.2021.

  4. Up Right Down X Left 22 22 20 Exponential growth, not possible to evaluate each state! Minimax or expectimax search! SED2021, U ice, 08.10.2021.

  5. A heuristic function is needed to evaluate the states. The value of the heuristic function should be higher if the state is better . Observations: to generate 2048, two tiles of 1024 are needed, to generate 1024, two tiles of 512 are needed, etc. SED2021, U ice, 08.10.2021.

  6. Empty tiles easier to breathe if there are more empty tiles Smooth board small difference between neghbouring tiles Non smooth board, 1024 is next to 2 and 4, this is the end of the game, no more possible moves SED2021, U ice, 08.10.2021.

  7. High value tiles on (same) edge Relatively smooth board, high value tiles are in the middle, hard for combining and merging High value tiles are on different edges, hard for combining and merginge SED2021, U ice, 08.10.2021.

  8. A Empty tiles B Smooth board C Distance from board edge A = 4096, B = 10, C = 10 SED2021U ice, 08.10.2021.

  9. Highest value Percentage Highest value Percentage 256 5% 256 1% 512 8% 512 17% 1024 45% 1024 31% 2048 33% 2048 53% 4096 4% 4096 3% Minimax, depth 4 Expectimax, depth 2 Highest value Percentage Highest value Percentage 512 5% 1024 20% 1024 25% 2048 40% 2048 55% 4096 40% 4096 15% Minimax, depth 8 Expectimax, depth 3 SED2021, U ice, 08.10.2021.

  10. Thank youfor your attention! Questions? SED2021, U ice, 08.10.2021.

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