Population-Based FPGA Solution to Mastermind Game

We present a new parallel, adaptable algorithm, which plays Mastermind game, and its FPGA implementation. The proposed algorithm is a cross between Shapiro's, Knuth's, and Kooi's algorithms, has low-computational complexity but still offers competitive game results. The FPGA design pa...

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Hauptverfasser: Ugurdag, H.F., Sahin, Y., Baskirt, O., Dedeoglu, S., Goren, S., Kocak, Y.S.
Format: Tagungsbericht
Sprache:eng
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Zusammenfassung:We present a new parallel, adaptable algorithm, which plays Mastermind game, and its FPGA implementation. The proposed algorithm is a cross between Shapiro's, Knuth's, and Kooi's algorithms, has low-computational complexity but still offers competitive game results. The FPGA design part required subtle architectural decisions and trade-off between areas, interconnect, and clock speed. An FPGA implementation provides a cheap and low-power engine for a console game while offering speeds even greater than a high-end PC. The adaptability of the algorithm lets us easily move the algorithm to bigger FPGAs if greater speeds and/or wider versions of the game are needed
DOI:10.1109/AHS.2006.57