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This paper explores the inner workings of algorithms that computers may use to play Chess. First, we discuss the classical Alpha-Beta algorithm and several improvements, including Quiescence Search, Transposition Tables, and more. Next, we examine the state-of-the-art Monte Carlo Tree Search algorithm and relevant optimizations. After that, we consider a recent algorithm that transforms Alpha-Beta into a “Rollout” search, blending it with Monte Carlo Tree Search under the rollout paradigm. We then discuss our C++ Chess Engine, Homura, and explain its implementation of a hybrid algorithm combining Alpha-Beta with MCTS. Finally, we show that Homura can play master-level Chess at a strength currently exceeding that of our backtracking Alpha-Beta.
User interface development on iOS is in a major transitionary state as Apple introduces a declarative and interactive framework called SwiftUI. SwiftUI’s success depends on how well it integrates its new tooling for novice developers. This paper will demonstrate and discuss where SwiftUI succeeds and fails at carving a new path for user interface development for new developers. This is done by comparisons against its existing imperative UI framework UIKit as well as elaborating on the background of SwiftUI and examples of how SwiftUI works to help developers. The paper will also discuss what exactly led to SwiftUI and how it is currently faring on Apple's latest operating systems. SwiftUI is a framework growing and evolving to serve the needs of 5 very different platforms with code that claims to be simpler to write and easier to deploy. The world of UI programming in iOS has been dominated by a Storyboard canvas for years, but SwiftUI claims to link this graphic-first development process with the code programmers are used to by keeping them side by side in constant sync. This bold move requires interactive programming capable of recompilation on the fly. As this paper will discuss, SwiftUI has garnered a community of developers giving it the main property it needs to succeed: a component library.
In order to ensure that the game worked both as an educational tool as well as an entertaining one, informal testers were used with various degrees of experience in both coding and video games. After reaching the end of the game, each of the testers demonstrated that they understood the programming concepts in their video game form. However, this understanding came after additional verbal help was supplied and illustrated that the tutorial section of the game would need to be re-worked in order to efficiently demonstrate each concept.