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SUNGKA ARTIFICIAL INTELLIGENT ROBOT

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SUNGKA ARTIFICIAL INTELLIGENT ROBOT
SUNGKA ARTIFICIAL INTELLIGENT ROBOT

A Design Project Submitted to the
Department of Engineering and Information Technology,
CAVITE STATE UNIVERSITY-ROSARIO
Rosario,Cavite

In partial fulfillment for the degree,
Bachelor of Science in Computer Engineering

MARLETT R. ALVAREZ
VANEZA NIÑA V. CASCAÑO
MICHELLE A. ESPEDIDO
GERALDINE C. HINAHON
JEFFREY JAMES L. VALERIO

MARCH 2014
INTRODUCTION
Nowadays, computer games are widely being used as part of entertainment. Indigenous games are a thing of the past. Year after year, innovations are being made for every technology that existed. One of the very popular games in the Philippines is the Sungka. Sungka is played with a boat-shape board with fourteen holes in two rows and a large hole at each end. (Source: Culin, S. ,(1900) 'Philippine Games', in American Anthropologist (New Series); 2: 654 )
This game is widely distributed through Asia and Africa where Arab influences have penetrated. In Ceylon it is called chanca, and at Johore, Straits Settlements, ckongkak. The arrangement of the board in both cases is the same as in the Philippine game. (Source: Culin, S. (1984) 'Mancala: The National Game of Africa', in Report of the National Museum, Philadelphia (USA): 597-611.) Sungka is a part of the Philippine identity. Although the game is a variation of the same format in other parts of the world. The distinct name and ruling makes it really a part of the Philippine culture as it is used for more or less than a century. The trend in technology today is the use of robotics and artificial intelligence which is a product of applied science. The challenge spurt out from the controversial winning of the IBM supercomputer named Deep Blue to Garry Kasparov, considered as the greatest chess player of all time.
The first game of the 1996 match was the first game to be won by a chess-playing computer against a reigning world champion under normal chess tournament conditions, and in particular,

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