Some 4701 Projects Ideas
- Character Recognition using
Neural Nets
- Backgammon
- Strategic Influence in Go
- BlackJack
- 3-D-Tic-Tac-Toe
- Edge-detection using Neural
Nets
- Implementing Virtual
Predators in a Virtual Environment
- Using Neural Networks to
Forecast Dow Jones Industrial Average
- Learning to Play Checkers
- Build a system that plays
Hearts in which each ``player'' uses a different strategy. E.g., One
player uses a random strategy, one uses a set of hand-coded rules, and the
others use heuristic methods with different static evaluation functions.
- Apply a genetic algorithm
to the problem of automatic generation of computer programs.
- Write a program to identify
English characters from bitmaps. Various features are extracted from the
bitmap, such as the Euler number (measure of how many holes in an object),
centroid, and diretional tendency. Then the 26 possible characters are
ranked, under a rule that measure similarity of the observed features to
features of canonical training examples.
- Apply a genetic algorithm
to the problem of learning natural language grammars.
- Build a system that uses
heuristic search (with minimax and alpha-beta pruning) to play Connect-4.
Evaluate it against human players.
- Build a generic rule-based
system for some domain and compare the effectiveness of forward and
backward reasoning.
- Build (and train) a system
that plays Connect-4 using a neural network.
- A chess endgame player. An
interesting variant is to design a method that learns end-game rules from
examples and compare it with hand-generated chess endgame players.
- Build a suite of neural
network algorithms; test them on selected datasets from the machine
learning dataset archive; determine why they did or did not work.
- An implementation of th
SHRDLU system to work with sentences describing actions in the ``blocks
world''. English commands are parsed by an ATN or chart parser. An
interpreter module converts the parsed form into action commands. The
actions are then carried out in a simulated environment.
- A computer bidding system
for the game of bridge. Bridge, unlike chess, is a game of incomplete
information, which makes standard game-tree search techniques unusable.
- A theorem-proving system
for some (small) subset of mathematics.
- A program that generates
automatic crossword puzzles, starting from a dictionary and an empty
board.
- Recreate from its
specifications the reinforcement learning (neural net) system (Tesauro,
1992) that learns to play backgammon by playing games against itself.
- A reactive, rule-based
system that plays tetris.
- Re-implement Samuel's
checkers playing program.
- Apply data mining
techniques to discovering new information in large multidimensional
data-sets.