<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0121-1129</journal-id>
<journal-title><![CDATA[Revista Facultad de Ingeniería]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. Fac. ing.]]></abbrev-journal-title>
<issn>0121-1129</issn>
<publisher>
<publisher-name><![CDATA[Universidad Pedagógica y Tecnológica de Colombia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0121-11292022000100202</article-id>
<article-id pub-id-type="doi">10.19053/01211129.v31.n59.2022.14136</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Linja: A Mobile Application Based on Minimax Strategy and Game Theory]]></article-title>
<article-title xml:lang="es"><![CDATA[Linja: Una aplicación movil basada en la estrategia Minimax y teoría de juegos]]></article-title>
<article-title xml:lang="pt"><![CDATA[Linja: Um aplicativo móvel baseado na estratégia Minimax e na teoria dos jogos]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Suárez-Barón]]></surname>
<given-names><![CDATA[Marco-Javier]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rincón-Díaz]]></surname>
<given-names><![CDATA[Holman-Jair]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[González-Rodríguez]]></surname>
<given-names><![CDATA[Carlos-Daniel]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gonzalez-Sanabria]]></surname>
<given-names><![CDATA[Juan-Sebastian]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Pedagógica y Tecnológica de Colombia  ]]></institution>
<addr-line><![CDATA[Sogamoso Boyacá]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Infogex S.A.S  ]]></institution>
<addr-line><![CDATA[Tunja Boyacá]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Heinsohn Grupo Empresarial  ]]></institution>
<addr-line><![CDATA[Tunja Boyacá]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Pedagógica y Tecnológica de Colombia  ]]></institution>
<addr-line><![CDATA[Tunja Boyacá]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>03</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>03</month>
<year>2022</year>
</pub-date>
<volume>31</volume>
<numero>59</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0121-11292022000100202&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0121-11292022000100202&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0121-11292022000100202&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT This article presents an application of Minimax strategy and game theory to implement the Linja mobile game. This game theory strategy applies collaborative learning to determine the winner of a game between two opponents, thus determining the optimal move in complex environments. In the development of the collaborative game, different game learning scenarios are proposed where competition between a player and the machine, and competitions against other players, intervene. In the learning process, moves are proposed that allow the maximum gain and the minimum loss among the competitors. In this case, the methodological approach was carried out towards the move that allows maximizing the profit and minimizing the loss, based on the application of the Mini/Max algorithm in search of determining the optimal solution of the game. The process is obtained from the adaptation of mathematical models for the development of games, using specialized tools that support a multi-paradigm programming language working together with the tools that the same language provides and that potentially serve as a contribution to the development of the game. In the search for an intelligent and autonomous system. The intelligent system correctly finds the winner of a game, showing the course of the game move by move. The results show that the game developed with the Minimax strategy allows automatic learning in multiuser environments, correctly identifying the winner of a game, generating the most optimal route of the game from move to move.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Este artículo presenta una aplicación de la estrategia Minimax y la teoría de juegos para implementar el juego móvil Linja. Esta estrategia de teoría de juegos aplica el aprendizaje colaborativo para determinar el ganador de un juego entre dos oponentes, determinando así el movimiento óptimo en entornos complejos. En el desarrollo del juego colaborativo se plantean diferentes escenarios de aprendizaje del juego donde intervienen la competencia entre un jugador y la máquina, y la competencia contra otros jugadores. En el proceso de aprendizaje se proponen movimientos que permitan la máxima ganancia y la mínima pérdida entre los competidores. En este caso se realizó el abordaje metodológico hacia la jugada que permita maximizar la ganancia y minimizar la pérdida, a partir de la aplicación del algoritmo Mini/Max en busca de determinar la solución óptima del juego. El proceso se obtiene a partir de la adaptación de modelos matemáticos para el desarrollo de juegos, utilizando herramientas especializadas que soportan un lenguaje de programación multiparadigma trabajando en conjunto con las herramientas que brinda el mismo lenguaje y que potencialmente sirven como aporte al desarrollo del juego. En la búsqueda de un sistema inteligente y autónomo. El sistema inteligente encuentra correctamente al ganador de un juego, mostrando el transcurso del juego jugada a jugada. Los resultados muestran que el juego desarrollado con la estrategia Minimax permite el aprendizaje automático en entornos multiusuario, identificando correctamente al ganador de un juego, generando el recorrido más óptimo del juego de jugada a jugada.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Este artigo apresenta uma aplicação da estratégia Minimax e teoria dos jogos para implementar o jogo móvel Linja. Essa estratégia da teoria dos jogos aplica o aprendizado colaborativo para determinar o vencedor de um jogo entre dois oponentes, determinando assim o movimento ideal em ambientes complexos. No desenvolvimento do jogo colaborativo, são propostos diferentes cenários de aprendizagem do jogo onde intervêm a competição entre um jogador e a máquina, e a competição contra outros jogadores. No processo de aprendizagem, são propostos movimentos que permitem o ganho máximo e a perda mínima entre os competidores. Neste caso, a abordagem metodológica foi realizada em direção ao movimento que permite maximizar o ganho e minimizar a perda, com base na aplicação do algoritmo Mini/Max na busca de determinar a solução ótima do jogo. O processo é obtido a partir da adaptação de modelos matemáticos para o desenvolvimento de jogos, utilizando ferramentas especializadas que suportam uma linguagem de programação multiparadigma trabalhando em conjunto com as ferramentas disponibilizadas pela mesma linguagem e que potencialmente servem de contribuição para o desenvolvimento do jogo. Em busca de um sistema inteligente e autônomo. O sistema inteligente encontra corretamente o vencedor de um jogo, mostrando o progresso do jogo jogo a jogo. Os resultados mostram que o jogo desenvolvido com a estratégia Minimax permite o aprendizado de máquina em ambientes multiusuário, identificando corretamente o vencedor de um jogo, gerando a rota mais ótima do jogo de jogo a jogo.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[game theory]]></kwd>
<kwd lng="en"><![CDATA[Linja]]></kwd>
<kwd lng="en"><![CDATA[minimax]]></kwd>
<kwd lng="en"><![CDATA[mobile game]]></kwd>
<kwd lng="en"><![CDATA[optimization]]></kwd>
<kwd lng="es"><![CDATA[juego móvil]]></kwd>
<kwd lng="es"><![CDATA[Linja]]></kwd>
<kwd lng="es"><![CDATA[minimax]]></kwd>
<kwd lng="es"><![CDATA[optimización]]></kwd>
<kwd lng="es"><![CDATA[teoría de juegos]]></kwd>
<kwd lng="pt"><![CDATA[jogo para celular]]></kwd>
<kwd lng="pt"><![CDATA[Linja]]></kwd>
<kwd lng="pt"><![CDATA[mínimo máximo]]></kwd>
<kwd lng="pt"><![CDATA[otimização]]></kwd>
<kwd lng="pt"><![CDATA[teoria dos jogos]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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