Creating Intricate art with Neural Style Transfer
Creating Intricate art with Neural Style Transfer

This is a fun project where I applied Gatys' artistic neural style transfer algorithm with silhouettes and doodles to generate novel patterns and intricate art. The silhouettes facilitated the algorithm to give a neat finish to the style. Documentation and code are provided here.

Sudoku Computer Player
Sudoku Computer Player

This was developed as part of Udacity's Artificial Intelligence nanodegree program. I implemented the 'naked twin' strategy and diagonal sudoku solver for a given sudoku grid. 

Here is the link to the Github repository.

Adversarial Player for Isolation Board Game
Adversarial Player for Isolation Board Game

This was developed as part of the Udacity's Artificial Intelligence nanodegree program. Here, I implement Minimax algorithm with and without alpha-beta pruning to identify the next move for the computer player.

Click here to see more details on the code.

A "tournament" was given as the part of the exercise to test the computer player with different types of adversaries. I developed three kinds of heuristics for the computer player. See here for the analysis of them and how they can differ to predict the end-game.

Creating Intricate art with Neural Style Transfer
Sudoku Computer Player
Adversarial Player for Isolation Board Game
Creating Intricate art with Neural Style Transfer

This is a fun project where I applied Gatys' artistic neural style transfer algorithm with silhouettes and doodles to generate novel patterns and intricate art. The silhouettes facilitated the algorithm to give a neat finish to the style. Documentation and code are provided here.

Sudoku Computer Player

This was developed as part of Udacity's Artificial Intelligence nanodegree program. I implemented the 'naked twin' strategy and diagonal sudoku solver for a given sudoku grid. 

Here is the link to the Github repository.

Adversarial Player for Isolation Board Game

This was developed as part of the Udacity's Artificial Intelligence nanodegree program. Here, I implement Minimax algorithm with and without alpha-beta pruning to identify the next move for the computer player.

Click here to see more details on the code.

A "tournament" was given as the part of the exercise to test the computer player with different types of adversaries. I developed three kinds of heuristics for the computer player. See here for the analysis of them and how they can differ to predict the end-game.

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