MiniMax 稀宇科技

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MiniMax 公司

MiniMax 稀宇科技 成立于 2021年12月,是一家全球领先的科技公司,也是亚洲大型语言模型(LLM)的先驱之一。我们的使命是建立一个智能与每个人一起蓬勃发展的世界。

MiniMax开发各种模式的专有LLM,包括万亿参数的MoE模型、具有低延迟和主要亚洲语言原生支持的语音模型,以及音乐、图像和视频的高级模型。

创始人:闫俊杰,原任职于商汤
参考:AI人物传:MiniMax(海螺AI)创始人闫俊杰
https://developer.volcengine.com/articles/7432210838410231834


产品


技术、模型矩阵

Text


Speech


Video


开源模型


API 平台

平台网站:https://www.minimaxi.com/en/platform
API Key : https://intl.minimaxi.com/user-center/basic-information/interface-key

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相关资料


2025-01-15(三)

Minimax is a popular algorithm used in game theory and artificial intelligence to determine the optimal move for a player in a game with perfect information. It is often used in games such as chess, tic-tac-toe, and Connect Four. In C#, you can implement the Minimax algorithm by representing the game state and creating a recursive function to search through all possible moves and evaluate their outcomes. Here's a simplified example of Minimax in C#: ```csharp public int MiniMax(int[] board, int depth, bool isMaximizingPlayer) { // Base case: check if the game is over or the maximum depth is reached if (IsGameOver(board) || depth == 0) { return Evaluate(board); } if (isMaximizingPlayer) { int bestScore = int.MinValue; foreach (int move in GetPossibleMoves(board)) { int[] newBoard = MakeMove(board, move); int score = MiniMax(newBoard, depth - 1, false); bestScore = Math.Max(bestScore, score); } return bestScore; } else { int bestScore = int.MaxValue; foreach (int move in GetPossibleMoves(board)) { int[] newBoard = MakeMove(board, move); int score = MiniMax(newBoard, depth - 1, true); bestScore = Math.Min(bestScore, score); } return bestScore; } } // Example usage: int[] board = { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; int bestMove = -1; int bestScore = int.MinValue; foreach (int move in GetPossibleMoves(board)) { int[] newBoard = MakeMove(board, move); int score = MiniMax(newBoard, depth, false); if (score > bestScore) { bestScore = score; bestMove = move; } } Console.WriteLine("Best move: " + bestMove); ``` This is a simplified example, and you would need to implement the `IsGameOver()`, `Evaluate()`, `GetPossibleMoves()`, and `MakeMove()` functions according to the rules of your specific game. The `depth` parameter controls the depth of the search tree, determining how far ahead the algorithm looks. Adjusting this parameter can affect the algorithm's performance and the quality of the decisions it makes.
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