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    # 利用混和資訊熵與minimax的概念來改良1a2b遊戲的策略 ## 摘要 本研究旨在深入探討與分析多種演算法在1A2B這類邏輯推理遊戲中的應用與表現。1A2B 是一款廣為人知的益智遊戲,玩家需透過逐步猜測與邏輯推理,找出隱藏的正確數字組合。隨著演算法技術的發展,已有諸多方法被提出以提升猜中答案的效率,例如資訊熵(Information Entropy)、極小極大法(Minimax)、窮舉搜尋(Exhaustive Search)等。然而,這些方法在不同遊戲狀況下(例如剩餘可能組合數的多寡)可能有不同優劣。 本研究將系統性地比較這些策略在各種剩餘可能數情境下的實際表現,包括平均猜測步數、標準差與最壞情況等指標。此外,為突破單一演算法的限制,亦將探討多策略融合與動態加權的方法,嘗試根據當前情境自動調整演算法權重,以找出更具泛化能力與穩定性的解法。進一步地,本研究亦將探索其在其他領域的潛在應用,如 side-channel attack 等資訊安全場景,期望提供邏輯推理型演算法在跨領域上的實用價值。 ## 壹、研究動機 1A2B 是一款許多玩家從小接觸、具啟發性的邏輯推理遊戲,除了提供娛樂,也鍛鍊邏輯思考與策略規劃能力。雖然已有一些策略被提出並廣為討論,但對其背後的演算法設計仍有可深入優化的空間。本研究希望藉由系統性分析與實作,提出更加有效的解法,幫助玩家提升遊戲策略,並在邏輯推理過程中獲得更多成就感與樂趣。此外,推理遊戲中的策略設計,實際上與資訊安全、AI 搜索策略等領域息息相關,因此本研究亦希望探索其在其他應用領域中的可能性,拓展推理演算法的價值。 ## 貳、研究目的 本研究旨在探討多種演算法於1A2B遊戲中的應用表現,並發展出一套能根據遊戲狀況動態調整的加權融合策略,以提升整體解題效率與穩定性。具體目的如下: 1.分析資訊熵、Minimax、窮舉法等演算法在不同剩餘可能數量下的表現差異。 2.設計加權機制,根據遊戲進程動態調整各策略的比重,達到更佳的解題效果。 3.探討該策略融合方法在其他推理或安全領域(如 side-channel attack)中的應用潛力。 ## 參、研究設備 ### 軟體 * DevC++ 5.11 * codeblocks 20.03 * ### 硬體 筆記型電腦 * 處理器 Intel(R) Celeron(R) N4020 CPU @ 1.10GHz 1.10 GHz * 已安裝記憶體(RAM) 8.00 GB (7.81 GB 可用) * 儲存體 238 GB SSD KINGSTON OM8PDP3256B-AA1 * 顯示卡 Intel(R) UHD Graphics 600 (512 MB) * 系統類型 64 位元作業系統,x64 型處理器 ## 實驗流程 1.測試不同的混和比例在 不同情況下 比例不變的結果,(0~100),即從只有資訊滳到只有minimax 2.從1的結果推導出混和比例-平均步數關係圖 因為複雜度的問題,所以會使用平行運算來加快速度。 ## 文獻探討 有人做過用數字組合出現的頻率並用混和多種演算法方式猜,數學上證明可以到4.多回合,這篇論文只讓平均變5.21,所以還有很大的改善空間

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