{"id":195,"date":"2024-03-26T07:49:10","date_gmt":"2024-03-26T07:49:10","guid":{"rendered":"https:\/\/shatranj.ai\/?page_id=195"},"modified":"2026-02-27T03:28:27","modified_gmt":"2026-02-27T03:28:27","slug":"teme-de-curriculum","status":"publish","type":"page","link":"https:\/\/shatranj.ai\/ro\/teme-de-curriculum\/","title":{"rendered":"Teme curriculare"},"content":{"rendered":"<div data-elementor-type=\"wp-page\" data-elementor-id=\"195\" class=\"elementor elementor-195\" data-elementor-post-type=\"page\">\n\t\t\t\t<div data-pafe-particles=\"7ecab8f5\" data-pafe-particles-options=\"{&quot;quantity&quot;:300,&quot;particles_color&quot;:&quot;#FFFFFF&quot;,&quot;linked_color&quot;:&quot;#FFFFFF&quot;,&quot;hover_effect&quot;:&quot;&quot;,&quot;click_effect&quot;:&quot;&quot;,&quot;particles_shape&quot;:&quot;circle&quot;,&quot;particles_size&quot;:3,&quot;particles_speed&quot;:2,&quot;particles_image&quot;:&quot;https:\\\/\\\/shatranj.ai\\\/wp-content\\\/plugins\\\/elementor\\\/assets\\\/images\\\/placeholder.png&quot;,&quot;particles_opacity&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:0.3,&quot;sizes&quot;:[]},&quot;linked_opacity&quot;:0.3}\" class=\"elementor-element elementor-element-7ecab8f5 e-flex e-con-boxed e-con e-parent\" data-id=\"7ecab8f5\" data-element_type=\"container\" data-e-type=\"container\" data-settings=\"{&quot;background_background&quot;:&quot;classic&quot;}\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-6add0b83 elementor-widget elementor-widget-heading\" data-id=\"6add0b83\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h1 class=\"elementor-heading-title elementor-size-default\">Teme curriculare<\/h1>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-3e077378 e-flex e-con-boxed e-con e-parent\" data-id=\"3e077378\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-2e884890 elementor-widget elementor-widget-text-editor\" data-id=\"2e884890\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p><strong>Curriculum-ul proiectului Shatranj.ai poate fi accesat prin <a href=\"http:\/\/lms.shatranj.ai\">lms.shatranj.ai<\/a><\/strong><\/p><p>Mai jos sunt rezumate scurte ale subiectelor din curriculum.<\/p><h1>Lec\u021bia 1 - Domeniul de aplicare \u0219i priorit\u0103\u021bile cursului<\/h1><ul><li>Prezint\u0103 proiectul Shatranj.AI, funda\u021biile sale Erasmus+, organiza\u021biile partenere \u0219i platformele digitale.<\/li><li>Viziunea proiectului, contextul Erasmus KA2<\/li><li>Institu\u021bii partenere \u0219i accent pe patrimoniul cultural<\/li><li>Prezentare general\u0103 a platformelor (editor, LMS, instrumente de cod)<\/li><li>Rolurile profesorilor \u0219i rezultatele elevilor<\/li><li>Prezentare general\u0103 a structurii curriculumului<\/li><li>Introducere \u00een Python\/Jupyter<\/li><\/ul><h1>Lec\u021bia 2 - Introducere \u00een calcul \u0219i configurare Python<\/h1><ul><li>Elevii \u00eenva\u021b\u0103 concepte de baz\u0103 de calcul \u0219i instaleaz\u0103 Python\/Jupyter.<\/li><li>Bazele CPU, RAM, I\/O<\/li><li>Bits, bytes, reprezentare binar\u0103<\/li><li>Instalarea JupyterLab<\/li><li>Prima execu\u021bie a notebook-ului Python<\/li><li>Variabile, expresii simple<\/li><li>Acces la folderele Drive<\/li><\/ul><h1>Lec\u021bia 3 - Tipuri de date Python<\/h1><ul><li>Acoper\u0103 tipurile de date \u00eencorporate \u00een Python \u0219i opera\u021biile de baz\u0103.<\/li><li>\u00centregi, flotoare, \u0219iruri, booleeni<\/li><li>Conversia tipului<\/li><li>Liste \u0219i indexare<\/li><li>Concepte de mutabilitate<\/li><li>Exerci\u021bii cu piese de \u0219ah ca \u0219iruri<\/li><\/ul><h1>Lec\u021bia 4 - Condi\u021bionale, bucle, flux de control<\/h1><ul><li>Introducere \u00een logic\u0103, bucle \u0219i programe interactive.<\/li><li>Logica If\/elif\/else<\/li><li>Opera\u021bii booleene<\/li><li>Bucle for\/while<\/li><li>Pauz\u0103\/continuare<\/li><li>Programe simple de intrare<\/li><\/ul><h1>Lec\u021bia 5 - Func\u021bii, domeniu de aplicare, parametri<\/h1><ul><li>\u00cenva\u021b\u0103 cod modular cu func\u021bii.<\/li><li>Definirea func\u021biilor<\/li><li>Parametri \u0219i rezultate<\/li><li>Domeniul de aplicare local\/global<\/li><li>Lambdas<\/li><li>Mic proiect func\u021bional (calculator de valoare a pieselor)<\/li><\/ul><h1>Lec\u021bia 6 - Fi\u0219iere, excep\u021bii, biblioteci, testare<\/h1><ul><li>Lucrul cu fi\u0219iere \u0219i cod robust.<\/li><li>Citire\/scriere fi\u0219ier<\/li><li>\u00cencercare\/excep\u021bie<\/li><li>Importul bibliotecilor<\/li><li>Testare simpl\u0103<\/li><li>Gestionarea intr\u0103rilor invalide<\/li><\/ul><h1>Lec\u021bia 7 - OOP, clase, TicTacToe<\/h1><ul><li>Prima expunere la OOP.<\/li><li>Clase \u0219i obiecte<\/li><li>Atribute \u0219i metode<\/li><li>Modelarea jocului<\/li><li>Implementarea TicTacToe<\/li><li>Depanarea codului OOP<\/li><\/ul><h1>Lec\u021bia 8 - Reprezentarea tablei de \u0219ah \u0219i Shatranj<\/h1><ul><li>Reprezentan\u021bii consiliului de administra\u021bie pentru \u0219ah \u0219i Shatranj<\/li><li>Coordonarea sistemelor \u0219i a strategiilor de indexare<\/li><li>Structuri interne de date pentru starea pl\u0103cii<\/li><li>UTF-8 \u0219i redarea simbolic\u0103 a pieselor<\/li><li>Integrarea cu editoare de bord \u0219i instrumente de vizualizare<\/li><\/ul><h1>Lec\u021biile 9 - Mi\u0219carea pieselor, actualiz\u0103rile st\u0103rii jocului \u0219i condi\u021biile terminale<\/h1><ul><li>Reguli de deplasare a pieselor \u00een \u0219ah \u0219i Shatranj<\/li><li>Generarea de mi\u0219c\u0103ri legale vs. pseudo-legale<\/li><li>Actualizarea st\u0103rii jocului dup\u0103 o mutare<\/li><li>Detectarea verific\u0103rii \u0219i a autoverific\u0103rii ilegale<\/li><li>Detectarea condi\u021biilor terminale: \u0219ah mat \u0219i impas<\/li><\/ul><h1>Lec\u021bia 10 - Probleme de c\u0103utare \u0219i parcurgerea grafurilor<\/h1><ul><li>Formularea problemei de c\u0103utare: st\u0103ri, ac\u021biuni, tranzi\u021bii \u0219i obiective<\/li><li>Grafice \u0219i arbori ai spa\u021biului de stare<\/li><li>C\u0103utare \u00een profunzime (DFS)<\/li><li>C\u0103utarea \u00een primul r\u00e2nd (BFS)<\/li><li>C\u0103utarea uniform\u0103 a costurilor (UCS)<\/li><li>Exerci\u021bii de trasare \u0219i vizualizare a graficelor<\/li><li>Exemple simple bazate pe \u0219ah \u0219i gril\u0103<\/li><\/ul><h1>Lec\u021bia 11 - C\u0103utare euristic\u0103 \u0219i arbori de joc adversariali<\/h1><ul><li>Func\u021bii euristice \u0219i c\u0103utare informat\u0103<\/li><li>Admisibilitate \u0219i coeren\u021b\u0103<\/li><li>A* c\u0103utare<\/li><li>C\u0103utare adversarial\u0103 \u0219i arbori de joc<\/li><li>Func\u021bii de evaluare pentru st\u0103rile jocului<\/li><li>C\u0103utare Minimax<\/li><li>Expectiminimax pentru medii stochastice \u0219i incerte<\/li><li>Reducerea Alpha-beta \u0219i \u00eembun\u0103t\u0103\u021birea performan\u021bei<\/li><li>Func\u021bii de evaluare pentru st\u0103rile jocului<\/li><li>Exemple adversare bazate pe \u0219ah<\/li><\/ul><h1>Lec\u021bia 12 - Turul calului (Turul cavalerului)<\/h1><ul><li>Exploreaz\u0103 Knight's Tour cu recursivitate \u0219i euristic\u0103.<\/li><li>Mi\u0219carea graficului Knight<\/li><li>Tururi deschise\/\u00eenchise<\/li><li>\u00centoarcerea cu DFS<\/li><li>Euristica Warnsdorff<\/li><li>Conexiune la TSP<\/li><\/ul><h1>Lec\u021bia 13 - Puzzle cu opt regine<\/h1><ul><li>Satisfacerea constr\u00e2ngerilor cu backtracking.<\/li><li>Logica atacului reginei<\/li><li>C\u0103utare recursiv\u0103<\/li><li>Tehnici de optimizare<\/li><li>Referin\u021be istorice despre regin\u0103<\/li><li>Implementarea notebook-urilor<\/li><\/ul><h1>Lec\u021bia 14 - Problema gr\u00e2ului \u0219i a tablei de \u0219ah<\/h1><ul><li>Puzzle-uri matematice \u0219i cre\u0219tere exponen\u021bial\u0103.<\/li><li>Dublare pe tabla de \u0219ah<\/li><li>Puterile lui 2<\/li><li>Puzzle-uri brainteaser tip Mount Fuji \u00een mi\u0219care utilizate la interviuri, puzzle-uri matematice aplicate<\/li><li>P\u0103trate magice<\/li><li>Puzzle-uri logice Smullyan<\/li><li>Knight probleme \u021bigl\u0103 \u0219i alte probleme \u021bigl\u0103 pe grila<\/li><\/ul><h1>Lec\u021bia 15 - Minimax, Alpha-Beta, Logica \u0219ah-mat<\/h1><ul><li>C\u0103utare adversarial\u0103 profund\u0103 \u0219i jocuri finale de \u0219ah.<\/li><li>Calculul Minimax<\/li><li>Tunderea alfa-beta<\/li><li>Opozi\u021bie, triangulare<\/li><li>Surse istorice (Al-Adli, Reti)<\/li><\/ul><h1>Lec\u021bia 16 - Diamantul lui Suli (Studiu istoric de final de joc)<\/h1><ul><li>Analiz\u0103 istoric\u0103 a endgame-ului de \u0219ah, baze de tabele de endgame, programare dinamic\u0103, hashing<\/li><li>Al-Suli biografie<\/li><li>Reconstruc\u021bia jocului final<\/li><li>Opozi\u021bie \u0219i triangulare<\/li><li>Teoria p\u0103tratelor corespondente<\/li><li>Solu\u021bia codului de programare dinamic\u0103 la dilema de 1000 de ani \u00een C\/C++<\/li><li>Inspec\u021bia solu\u021biei la play.shatranj.ai \u0219i, de asemenea, prin notebook-uri ascii boards<\/li><\/ul><h1>Lec\u021bia 17 - Personalizarea Stockfish pentru a juca Shatranj, Rybka-Deep Blue-Stockfish Story<\/h1><p>Exploreaz\u0103 modul \u00een care au evoluat motoarele moderne de \u0219ah \u0219i modul \u00een care motoarele open-source pot fi adaptate la variantele istorice.<\/p><ul><li>C\u0103utarea hardware cu for\u021b\u0103 brut\u0103 a lui Deep Blue<\/li><li>Rybka \u0219i cre\u0219terea motoarelor centrate pe evaluare<\/li><li>Stockfish ca motor deschis, bazat pe comunitate<\/li><li>Modul \u00een care Stockfish reprezint\u0103 piesele, mut\u0103rile \u0219i regulile<\/li><li>Modificarea mi\u0219c\u0103rii piesei (ferz, wazir), evaluare, norme de legalitate<\/li><li>Construirea de sisteme de c\u0103utare \u0219i evaluare compatibile cu Shatranj<\/li><\/ul><h1>Lec\u021bia 18 - Bazele \u00eenv\u0103\u021b\u0103rii prin consolidare: Gridworld, programare dinamic\u0103 \u0219i complexitate<\/h1><p>Prezint\u0103 \u00eenv\u0103\u021barea prin \u00eent\u0103rire (RL) prin rezolvarea unui mic gridworld exact atunci c\u00e2nd regulile sunt cunoscute, apoi arat\u0103 de ce aceast\u0103 abordare \u201catotcunosc\u0103toare\u201d nu este valabil\u0103 pentru jocuri mari precum \u0219ahul.<\/p><ul><li>Bucla agent-mediu; st\u0103ri, ac\u021biuni, recompense, episoade; factor de actualizare \u03b3.<\/li><li>Evaluarea politicilor (\u201crobotul \u00een deriv\u0103\u201d) \u0219i itera\u021bia valorilor (\u201cv\u00e2n\u0103torul de comori\u201d) utiliz\u00e2nd backup-uri Bellman.<\/li><li>Propagarea vizual\u0103 a valorii \u0219i derivarea unei politici optime din func\u021bia de valoare.<\/li><li>Blestemul dimensionalit\u0103\u021bii: complexitatea spa\u021biului de stare vs complexitatea arborelui de joc; motiva\u021bia num\u0103rului Shannon.<\/li><li>\u201cJocuri uria\u0219e\u201d istorice (de exemplu, \u0219ahul Tamerlane, Go) ca context pentru a explica de ce este necesar\u0103 \u00eenv\u0103\u021barea.<\/li><\/ul><h1>Lec\u021bia 19 - Turnul \u00eenghe\u021bat: Tabular Q-Learning pe FrozenLake<\/h1><p>Trece de la planificare la \u00eenv\u0103\u021bare: agentul \u00eencepe f\u0103r\u0103 hart\u0103 \u0219i \u00eenva\u021b\u0103 o politic\u0103 prin \u00eencercare \u0219i eroare folosind \u00eenv\u0103\u021barea tabular\u0103 Q.<\/p><ul><li>Formula\u021bi FrozenLake\/Frozen Rook ca un MDP: S, A, R, P, st\u0103ri terminale, \u03b3.<\/li><li>Regula de actualizare Q-learning \u0219i explorarea \u03b5-greedy (program de explorare\u2192exploatare).<\/li><li>Formarea unui agent \u00een Gymnasium FrozenLake; compara\u021bi tranzi\u021biile deterministe cu cele alunecoase.<\/li><li>Inspecta\u021bi ceea ce s-a \u00eenv\u0103\u021bat prin intermediul h\u0103r\u021bilor termice \/ s\u0103ge\u021bilor de politic\u0103 din tabelul Q; regla\u021bi \u03b1, \u03b3, \u03b5 \u0219i num\u0103rul de episoade.<\/li><li>Lec\u021bii de scalare: recompense rare, credit \u00eent\u00e2rziat \u0219i de ce h\u0103r\u021bile mai mari sunt mai dificile.<\/li><\/ul><h1>Lec\u021bia 20 - \u0218ah mat cu dou\u0103 turnuri vs. regele singuratic: \u00cenv\u0103\u021barea diferen\u021belor temporale \u00een practic\u0103<\/h1><p>Aplic\u0103 \u00eenv\u0103\u021barea Q la un mic final de joc de \u0219ah \u0219i face baza de cod RL \u201creal\u0103\u201d prin separarea caietului de experimente de modulele de \u00eenv\u0103\u021bare \u0219i formare.<\/p><ul><li>\u00cenv\u0103\u021barea prin diferen\u021b\u0103 temporal\u0103 (TD): identificarea erorii TD \u00een cadrul actualiz\u0103rii Q-learning; de ce se actualizeaz\u0103 TD \u00een timpul jocului.<\/li><li>De ce \u00eenv\u0103\u021barea Monte Carlo este prea lent\u0103 pentru jocurile cu recompense \u00eent\u00e2rziate, asem\u0103n\u0103toare \u0219ahului.<\/li><li>Stiva de inginerie: rl.py (Q-memory + TD update), trainer.py (episode loop, exploration schedule), notebook ca laborator.<\/li><li>Codificarea pozi\u021biilor de \u0219ah ca stare lizibil\u0103 de ma\u0219in\u0103 (FEN) \u0219i instruirea unui agent tabular pe un spa\u021biu delimitat al st\u0103rii jocului final\/puzzle.<\/li><li>Limite: motivul pentru care metodele tabelare e\u0219ueaz\u0103 pentru \u0219ahul complet (blestemul dimensionalit\u0103\u021bii) \u0219i necesitatea aproxim\u0103rii func\u021biilor.<\/li><\/ul><h1>Lec\u021bia 21 - Re\u021bele Q profunde: De la tabele Q la re\u021bele neuronale<\/h1><p>Prezint\u0103 aproximarea func\u021biilor pentru RL prin \u00eenlocuirea tabelului Q cu o re\u021bea neuronal\u0103 (DQN) \u0219i aplicarea acesteia la mai multe jocuri de societate mici.<\/p><ul><li>De ce tabelele Q nu se pot adapta: prea multe st\u0103ri; generalizarea necesit\u0103 un model care poate \u201cghici\u201d valorile pentru pozi\u021biile nev\u0103zute.<\/li><li>Bucla de formare Deep Q-Network (DQN): buffer de redare, re\u021bea \u021bint\u0103, actualiz\u0103ri mini-batch, \u03b5-decay.<\/li><li>Implementarea \u0219i experimentarea DQN pe jocuri precum Connect-4 (4Connect), Fox &amp; Hounds \u0219i Othello\/Reversi.<\/li><li>Diagnosticare: curbe de \u00eenv\u0103\u021bare, probleme de stabilitate (supraestimare, divergen\u021b\u0103) \u0219i m\u0103suri practice de atenuare.<\/li><li>Compararea abord\u0103rilor: Evaluarea de tip DQN vs NNUE \u0219i evaluarea manual\u0103 (HCE) pentru a discuta compromisurile arhitecturale.<\/li><\/ul><h1>Lec\u021bia 22 - Rollouts Monte Carlo \u0219i MCTS pe Qirkat<\/h1><p>Construie\u0219te un mediu Qirkat complet \u0219i apoi progreseaz\u0103 de la lans\u0103ri aleatorii la c\u0103utarea complet\u0103 \u00een arbore Monte Carlo (MCTS) cu selec\u021bie UCT.<\/p><ul><li>Implementa\u021bi coloana vertebral\u0103 a regulilor Qirkat (tabl\u0103 5\u00d75, C3 goal\u0103) \u0219i regula de captur\u0103 maxim\u0103 care for\u021beaz\u0103 secven\u021bele de captur\u0103.<\/li><li>Generarea de mi\u0219c\u0103ri care enumer\u0103 liniile de capturare, impune capturarea obligatorie \u0219i filtreaz\u0103 capturile de lungime maxim\u0103.<\/li><li>Linii de baz\u0103 Monte Carlo: lans\u0103ri aleatorii \u0219i evaluare Monte Carlo plat\u0103 a mi\u0219c\u0103rilor \u00eenainte de ad\u0103ugarea reutiliz\u0103rii arborilor.<\/li><li>MCTS pipeline: selec\u021bie, extindere, lansare\/evaluare, backpropagation; UCT\/visit-count final move choice.<\/li><li>Jurnale de joc reproductibile \u0219i instrumente de audit pentru redare pas cu pas \u0219i depanare.<\/li><\/ul><h1>Lec\u021bia 23 - AlphaZero despre Othello\/Reversi<\/h1><p>Actualizeaz\u0103 MCTS \u00een stilul de c\u0103utare AlphaZero prin ad\u0103ugarea unei re\u021bele neuronale care furnizeaz\u0103 o politic\u0103 prealabil\u0103 \u0219i o estimare a valorii, apoi se antreneaz\u0103 prin joc propriu.<\/p><ul><li>\u00cembina\u021bi intui\u021bia cu un mic demo AlphaZero \u2018Connect2\u2019, apoi transfera\u021bi ideile la Othello.<\/li><li>\u00cenlocui\u021bi UCT cu PUCT: combina\u021bi statisticile privind vizitele cu o politic\u0103 \u00eenv\u0103\u021bat\u0103 \u00eenainte de explorarea ghidului.<\/li><li>Capetele re\u021belei neuronale: politica (probabilit\u0103\u021bile de mutare) \u0219i valoarea (evaluarea pozi\u021biei) utilizate \u00een locul rulajelor aleatorii.<\/li><li>Bucla AlphaZero: joc propriu \u2192 obiective de formare (\u03c0, z) \u2192 actualizarea re\u021belei \u2192 repetare; evaluare prin intermediul meciurilor\/logurilor din turnee.<\/li><li>Codificarea mi\u0219c\u0103rii \u00een func\u021bie de traseu pentru secven\u021be de captur\u0103 de lungime variabil\u0103, astfel \u00eenc\u00e2t diferitele trasee de captur\u0103 s\u0103 r\u0103m\u00e2n\u0103 distincte.<\/li><\/ul><h1>Lec\u021bia 24 - AlphaZero pe Qirkat: PUCT, Policy\/Value Nets \u0219i Self-Play<\/h1><p>Actualizeaz\u0103 MCTS \u00een stilul de c\u0103utare AlphaZero prin ad\u0103ugarea unei re\u021bele neuronale care furnizeaz\u0103 o politic\u0103 prealabil\u0103 \u0219i o estimare a valorii, apoi se antreneaz\u0103 prin joc propriu.<\/p><ul><li>\u00cembina\u021bi intui\u021bia cu un mic demo AlphaZero \u2018Connect2\u2019, apoi transfera\u021bi ideile la Qirkat.<\/li><li>\u00cenlocui\u021bi UCT cu PUCT: combina\u021bi statisticile privind vizitele cu o politic\u0103 \u00eenv\u0103\u021bat\u0103 \u00eenainte de explorarea ghidului.<\/li><li>Capetele re\u021belei neuronale: politica (probabilit\u0103\u021bile de mutare) \u0219i valoarea (evaluarea pozi\u021biei) utilizate \u00een locul rulajelor aleatorii.<\/li><li>Bucla AlphaZero: joc propriu \u2192 obiective de formare (\u03c0, z) \u2192 actualizarea re\u021belei \u2192 repetare; evaluare prin intermediul meciurilor\/logurilor din turnee.<\/li><li>Codificarea mi\u0219c\u0103rii \u00een func\u021bie de traseu pentru secven\u021be de captur\u0103 de lungime variabil\u0103, astfel \u00eenc\u00e2t diferitele trasee de captur\u0103 s\u0103 r\u0103m\u00e2n\u0103 distincte.<\/li><\/ul><h1>Lec\u021bia 25 - Dame turce\u0219ti (Dama):<\/h1><h1>Alpha-Beta, PUCT-ghidat MCTS, Alpha Zero<\/h1><p>Implementeaz\u0103 Turkish Checkers \u0219i compar\u0103 c\u0103utarea clasic\u0103 (alfa-beta) cu MCTS utiliz\u00e2nd un program de execu\u021bie reutilizabil \u0219i jurnale de simulare pe loturi.<\/p><ul><li>Motor de joc: reprezentarea tablei, mi\u0219c\u0103ri legale cu capturi cu salturi multiple \u0219i codificarea c\u0103ilor de mi\u0219care.<\/li><li>Func\u021bie de evaluare plus agent de c\u0103utare Negamax\/Alpha-Beta; compromisuri \u00eentre ad\u00e2ncime \u0219i putere.<\/li><li>Agent MCTS pentru jocul de dame turcesc \u0219i compara\u021bii directe cu alpha-beta.<\/li><li>Utilit\u0103\u021bi universale pentru rularea meciurilor (play_game) \u0219i simularea loturilor pentru experimente reproductibile.<\/li><li>Jurnale exportabile (zipate) pentru revizuirea \u0219i depanarea \u00een clas\u0103.<\/li><\/ul>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-47eb09a2 elementor-widget elementor-widget-image\" data-id=\"47eb09a2\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"1200\" height=\"650\" src=\"https:\/\/shatranj.ai\/wp-content\/uploads\/2024\/03\/download-2.png\" class=\"attachment-full size-full wp-image-127\" alt=\"\" srcset=\"https:\/\/shatranj.ai\/wp-content\/uploads\/2024\/03\/download-2.png 1200w, https:\/\/shatranj.ai\/wp-content\/uploads\/2024\/03\/download-2-300x163.png 300w, https:\/\/shatranj.ai\/wp-content\/uploads\/2024\/03\/download-2-1024x555.png 1024w, https:\/\/shatranj.ai\/wp-content\/uploads\/2024\/03\/download-2-768x416.png 768w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>","protected":false},"excerpt":{"rendered":"<p>Shatranj.ai project curriculum can be accessed through lms.shatranj.ai Below are the short summaries of topics within the curriculum. Lesson 1 \u2013 Course Scope and Priorities Introduces the Shatranj.AI project, its Erasmus+ foundations, partner organizations, and digital platforms. Project vision, Erasmus KA2 context Partner institutions and cultural heritage focus Overview of platforms (editor, LMS, code tools) [&hellip;]<\/p>\n","protected":false},"author":11,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-195","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/pages\/195","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/users\/11"}],"replies":[{"embeddable":true,"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/comments?post=195"}],"version-history":[{"count":12,"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/pages\/195\/revisions"}],"predecessor-version":[{"id":820,"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/pages\/195\/revisions\/820"}],"wp:attachment":[{"href":"https:\/\/shatranj.ai\/ro\/wp-json\/wp\/v2\/media?parent=195"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}