Go game strategy marking based on rudimentary binary machine vision
碩士 === 國立海洋大學 === 電機工程學系 === 90 === Connected Components Labeling Algorithm is a labeling motion in connection with some pixels that have the same regional property and connectivity, to distinguish different blocks by giving the unique label. We can find there is a similar relation between stones in...
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ndltd-TW-090NTOU04420302015-10-13T10:34:08Z http://ndltd.ncl.edu.tw/handle/29980712651774417774 Go game strategy marking based on rudimentary binary machine vision 二值化機器視覺演算參與圍棋決策之應用 蕭崇佑 碩士 國立海洋大學 電機工程學系 90 Connected Components Labeling Algorithm is a labeling motion in connection with some pixels that have the same regional property and connectivity, to distinguish different blocks by giving the unique label. We can find there is a similar relation between stones in the game of Go, many connected stones consist of a stone string, many stone strings consist of a stone clustering. To determine the final result, we calculate the side with the much grounds surrounded by stone clustering is the winner. Therefore, the main purpose of this thesis is to discuss how to combine connected components labeling algorithm with the basic rules of the game of Go, and creating the database of the patterns of the stones distribution, including connected, cut and connected to the boundary. It also applies to recognize the stone blocks and calculate the grounds surrounded by the game of Go. Then, we use some examples to put to the proof and discuss. In the end, we try to use the method of building database of the stone distribution to create basic corner evolution pattern, by way of pattern registering and displaying to reach the aim of learning the Go game. Keywords: Connected Components Labeling Algorithm, Binary, Go Game 張英德 2002 學位論文 ; thesis 0 zh-TW |
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碩士 === 國立海洋大學 === 電機工程學系 === 90 === Connected Components Labeling Algorithm is a labeling motion in connection with some pixels that have the same regional property and connectivity, to distinguish different blocks by giving the unique label. We can find there is a similar relation between stones in the game of Go, many connected stones consist of a stone string, many stone strings consist of a stone clustering. To determine the final result, we calculate the side with the much grounds surrounded by stone clustering is the winner.
Therefore, the main purpose of this thesis is to discuss how to combine connected components labeling algorithm with the basic rules of the game of Go, and creating the database of the patterns of the stones distribution, including connected, cut and connected to the boundary. It also applies to recognize the stone blocks and calculate the grounds surrounded by the game of Go. Then, we use some examples to put to the proof and discuss. In the end, we try to use the method of building database of the stone distribution to create basic corner evolution pattern, by way of pattern registering and displaying to reach the aim of learning the Go game.
Keywords: Connected Components Labeling Algorithm,
Binary, Go Game
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author2 |
張英德 |
author_facet |
張英德 蕭崇佑 |
author |
蕭崇佑 |
spellingShingle |
蕭崇佑 Go game strategy marking based on rudimentary binary machine vision |
author_sort |
蕭崇佑 |
title |
Go game strategy marking based on rudimentary binary machine vision |
title_short |
Go game strategy marking based on rudimentary binary machine vision |
title_full |
Go game strategy marking based on rudimentary binary machine vision |
title_fullStr |
Go game strategy marking based on rudimentary binary machine vision |
title_full_unstemmed |
Go game strategy marking based on rudimentary binary machine vision |
title_sort |
go game strategy marking based on rudimentary binary machine vision |
publishDate |
2002 |
url |
http://ndltd.ncl.edu.tw/handle/29980712651774417774 |
work_keys_str_mv |
AT xiāochóngyòu gogamestrategymarkingbasedonrudimentarybinarymachinevision AT xiāochóngyòu èrzhíhuàjīqìshìjuéyǎnsuàncānyǔwéiqíjuécèzhīyīngyòng |
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