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...
Gespeichert in:
Hauptverfasser: | , , , , , |
---|---|
Format: | Tagungsbericht |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext bestellen |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
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 |