What Constitutes Fairness in Games? a Case Study with Scrabble
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Bibliography of Traditional Board Games
Bibliography of Traditional Board Games Damian Walker Introduction The object of creating this document was to been very selective, and will include only those provide an easy source of reference for my fu- passing mentions of a game which give us use- ture projects, allowing me to find information ful information not available in the substan- about various traditional board games in the tial accounts (for example, if they are proof of books, papers and periodicals I have access an earlier or later existence of a game than is to. The project began once I had finished mentioned elsewhere). The Traditional Board Game Series of leaflets, The use of this document by myself and published on my web site. Therefore those others has been complicated by the facts that leaflets will not necessarily benefit from infor- a name may have attached itself to more than mation in many of the sources below. one game, and that a game might be known Given the amount of effort this document by more than one name. I have dealt with has taken me, and would take someone else to this by including every name known to my replicate, I have tidied up the presentation a sources, using one name as a \primary name" little, included this introduction and an expla- (for instance, nine mens morris), listing its nation of the \families" of board games I have other names there under the AKA heading, used for classification. and having entries for each synonym refer the My sources are all in English and include a reader to the main entry. -
Inventaire Des Jeux Combinatoires Abstraits
INVENTAIRE DES JEUX COMBINATOIRES ABSTRAITS Ici vous trouverez une liste incomplète des jeux combinatoires abstraits qui sera en perpétuelle évolution. Ils sont classés par ordre alphabétique. Vous avez accès aux règles en cliquant sur leurs noms, si celles-ci sont disponibles. Elles sont parfois en anglais faute de les avoir trouvées en français. Si un jeu vous intéresse, j'ai ajouté une colonne « JOUER EN LIGNE » où le lien vous redirigera vers le site qui me semble le plus fréquenté pour y jouer contre d'autres joueurs. J'ai remarqué 7 catégories de ces jeux selon leur but du jeu respectif. Elles sont décrites ci-dessous et sont précisées pour chaque jeu. Ces catégories sont directement inspirées du livre « Le livre des jeux de pions » de Michel Boutin. Si vous avez des remarques à me faire sur des jeux que j'aurai oubliés ou une mauvaise classification de certains, contactez-moi via mon blog (http://www.papatilleul.fr/). La définition des jeux combinatoires abstraits est disponible ICI. Si certains ne répondent pas à cette définition, merci de me prévenir également. LES CATÉGORIES CAPTURE : Le but du jeu est de capturer ou de bloquer un ou plusieurs pions en particulier. Cette catégorie se caractérise souvent par une hiérarchie entre les pièces. Chacune d'elle a une force et une valeur matérielle propre, résultantes de leur capacité de déplacement. ELIMINATION : Le but est de capturer tous les pions de son adversaire ou un certain nombre. Parfois, il faut capturer ses propres pions. BLOCAGE : Il faut bloquer son adversaire. Autrement dit, si un joueur n'a plus de coup possible à son tour, il perd la partie. -
CONNECT6 I-Chen Wu1, Dei-Yen Huang1, and Hsiu-Chen Chang1
234 ICGA Journal December 2005 NOTES CONNECT6 1 1 1 I-Chen Wu , Dei-Yen Huang , and Hsiu-Chen Chang Hsinchu, Taiwan ABSTRACT This note introduces the game Connect6, a member of the family of the k-in-a-row games, and investigates some related issues. We analyze the fairness of Connect6 and show that Connect6 is potentially fair. Then we describe other characteristics of Connect6, e.g., the high game-tree and state-space complexities. Thereafter we present some threat-based winning strategies for Connect6 players or programs. Finally, the note describes the current developments of Connect6 and lists five new challenges. 1. INTRODUCTION Traditionally, the game k-in-a-row is defined as follows. Two players, henceforth represented as B and W, alternately place one stone, black and white respectively, on one empty square2 of an m × n board; B is assumed to play first. The player who first obtains k consecutive stones (horizontally, vertically or diagonally) of his own colour wins the game. Recently, Wu and Huang (2005) presented a new family of k-in-a-row games, Connect(m,n,k,p,q), which are analogous to the traditional k-in-a-row games, except that B places q stones initially and then both W and B alternately place p stones subsequently. The additional parameter q is a key that significantly influences the fairness. The games in the family are also referred to as Connect games. For simplicity, Connect(k,p,q) denotes the games Connect(∞,∞,k,p,q), played on infinite boards. A well-known and popular Connect game is five-in-a-row, also called Go-Moku. -
RENJU for BEGINNERS Written by Mr. Alexander NOSOVSKY and Mr
RENJU FOR BEGINNERS written by Mr. Alexander NOSOVSKY and Mr. Andrey SOKOLSKY NEW REVISED EDITION 4 9 2 8 6 1 X 7 Y 3 5 10 1999 PREFACE This excellent book on Renju for beginners written by Mr Alexander Nosovsky and Mr Andrey Sokolsky was the first reference book for the former USSR players for a long time. As President of the RIF (The Renju International Federation) I am very glad that I can introduce this book to all the players around the world. Jonkoping, January 1990 Tommy Maltell President of RIF PREFACE BY THE AUTHORS The rules of this game are much simpler, than the rules of many other logical games, and even children of kindergarten age can study a simple variation of it. However, Renju does not yield anything in the number of combinations, richness in tactical and strategical ideas, and, finally, in the unexpectedness and beauty of victories to the more popular chess and checkers. A lot of people know a simple variation of this game (called "five-in-a-row") as a fascinating method to spend their free time. Renju, in its modern variation, with simple winnings prohibited for Black (fouls 3x3, 4x4 and overline ) becomes beyond recognition a serious logical-mind game. Alexander Nosovsky Vice-president of RIF Former two-times World Champion in Renju by mail. Andrey Sokolsky Former vice-president of RIF . CONTENTS CHAPTER 1. INTRODUCTION. 1.1 The Rules of Renju . 1.2 From the History and Geography of Renju . CHAPTER 2. TERMS AND DEFINITIONS . 2.1 Accessories of the game . -
Let's Forget About Guys Packet 2.Pdf
Let’s Forget About Guys By Eric Chen, Michael Coates, and Jayanth Sundaresan Packet 2 Note to players: Specific two-word term required. 1. In a 1980 issue of The Globe and Mail, Jacques Favart argued that this activity must die because it is a waste of time and stifles creativity. In the US, tests for this activity were replaced with a type of test called moves in the field. A 41-item list that is central to this activity contains descriptions like “RFO, LFO” and categories like Paragraph Brackets and Change Double Threes. Because this activity was not amenable to TV and drained enormous amounts of practice time, its weight in international competitions was gradually reduced from 60 to 20 percent before it was eliminated in 1990. Trixi Schuba (“SHOO-buh”) won gold at the 1972 Olympics over Karen Magnussen and Janet Lynn due to her mastery of this activity. This activity consists of reproducing a set of diagrams codified by the ISU and tests the athlete’s ability to execute clean turns and draw perfect circles in the ice. For the point, name this once-mandatory activity which lends its name to the sport of figure skating. ANSWER: compulsory figures [or school figures, prompt on answers like drawing figures; do not accept or prompt on “ice skating” or “figure skating”] 2. A group of students from Prague invented a game in this city that uses a tennis ball with its felt removed. Charles de Gaulle named a soccer team from this city the honorary team of Free France for its resistance efforts during World War II. -
Convolutional and Recurrent Neural Network for Gomoku
Convolutional and Recurrent Neural Network for Gomoku Rongxiao Zhang Stanford University Stanford, CA [email protected] unoccupied intersections on the board in attempt to Abstract conquer the most territory. The player with black stones places first but need to capture a greater area than the This paper proposes to use neural networks to solve a player with white stones in order to win. A single stone or simplified version of Gomoku. More specifically, a group of connected stones can be captured when it is convolutional neural network and multi-dimensional completely surrounded by its opponents’ stones. The only recurrent network are trained separately using high-level illegal move is when it leads to previously seen position to human games. While the convolutional neural network was avoid cycling. The game ends when both players pass. able to learn specific features for Gomoku without prior Winning is determined by counting territory captured by knowledge, the human game data set proved to be each player. insufficient for a robust performance. The One interesting and important observation is Go’s multi-dimensional recurrent network also suffered from the symmetry. It has not only the straightforward axes of small database even though it was able to occasionally symmetry, but also an approximate translational occasionally expert level moves. invariance. Conducting experiments with Go can be very difficult due to the need for distinguishing dead group from alive 1. Introduction ones and handling pass moves. Many machine-learning approaches have used simplified versions of Go as a test Games are an interesting domain for artificial bed for ideas. -
A Defensive Strategy Combined with Threat-Space Search For
A Defensive Strategy Combined with Threat-Space Search for Connect6 k 2005 2006 ICGA Kagami ICGA Abstract The study of k-in-a-row games has produced a number of interesting results, and one of its sub-category Connect6 proposed in 2005 has been of particular interest. Since 2006, Connect6 has been included as one of the major com- petition in the ICGA Computer Olympiad, and is gaining more popularity every year. In this thesis, we briefly review current methods applied in Connect6 and related results. A defensive strategy is introduced along with a more strate- gically sensitive evaluation scheme. Threat-space search is an important algorithm applied in Connect6, some techniques for gaining more efficiency and accuracy will be introduced. The integration of the defensive strategy and threat-space search will also be investigated. The combination of the defensive strategy and threat-space search is proved to be effective, and is able to compete with other top Connect6 pro- grams. The program Kagami, which was implemented with these methods, won the fourth place in the 14th Computer Olympiads. Contents 1 Introduction 7 1.1 Connect6 ............................. 8 1.2 GoalandMotivation ....................... 8 1.3 ThesisOutline........................... 10 2 Related Results 11 2.1 TheFamilyofk-in-a-rowGames. 11 2.2 Variantsofk-in-a-rowGames . 13 2.2.1 Higher-DimensionalBoards . 14 2.2.2 The Connect(m, n, k, p, q)Family ............ 15 2.3 The Complexity of Connect6 . 15 3 A Defensive Strategy for Connect6 17 3.1 LocalityinConnect6 . 17 3.2 AnEvaluationScheme . 20 3.2.1 InfluenceofaStone. 21 3.2.2 EvaluationofaHalf-move . -
Pentago Is a First Player Win: Strongly Solving a Game Using Parallel In-Core Retrograde Analysis
Pentago is a First Player Win: Strongly Solving a Game Using Parallel In-Core Retrograde Analysis Geoffrey Irving Otherlab San Francisco, CA [email protected] Abstract—We present a strong solution of the board game pentago, computed using exhaustive parallel retrograde analysis in 4 hours on 98304 (3 × 215) threads of NERSC’s Cray Edison. At 3:0 × 1015 states, pentago is the largest divergent game solved to date by two orders of magnitude, and the only example of a nontrivial divergent game solved using retrograde analysis. Unlike previous retrograde analyses, our computation was performed entirely in-core, writing only a small portion of the results to disk; an out-of-core implementation would have been much slower. Symmetry was used to reduce branching factor and exploit instruction level parallelism. Despite a theoretically embarrassingly parallel structure, asynchronous message passing was required to fit the computation into available RAM, causing latency problems on an older Cray machine. All code and data for the project are open source, together with a website win tie loss which combines database lookup and on-the-fly computation to Fig. 1. (Left) With perfect play, the first player wins with any opening move interactively explore the strong solution. except the corners, which tie. (Right) A more delicate position with black to play. The full strong solution can be explored at http://perfect-pentago.net. I. INTRODUCTION 1015 1014 all boards 1013 Computer play of combinatorial games such as chess, 1012 checkers, and go has been an active area of research since 1011 1010 the early days of computer science [1]. -
Fanorona*Leads*To*Draw
April 11, 2008 12:0 WSPC/INSTRUCTION FILE Best*Play*in*Fanorona*Leads*to*Draw New Mathematics and Natural Computation c World Scientific Publishing Company BEST PLAY IN FANORONA LEADS TO DRAW MAARTEN P.D. SCHADD, MARK H.M. WINANDS, JOS W.H.M. UITERWIJK, H. JAAP VAN DEN HERIK and MAURICE H.J. BERGSMA MICC-IKAT Games and AI Group, Faculty of Humanities and Sciences Universiteit Maastricht, P.O. Box 616, 6200 MD Maastricht, The Netherlands fmaarten.schadd,m.winands,uiterwijk,[email protected], [email protected] Received Day Month Year Revised Day Month Year Fanorona is the national board game of Madagascar. The game's complexity is approx- imately the same as that of checkers. In this article we present a search-based approach for weakly solving this game. It is a well-chosen combination of Proof-Number search and endgame databases. Retrograde analysis is used to generate the endgame databases in which every position with 7 or fewer pieces on the board has been solved. Then, a Proof- Number search variant, PN2, exploits the databases to prove that the game-theoretical value of the initial position is a draw. Future research should develop techniques for strongly solving the game. Keywords: Fanorona; proof-number search; endgame databases. 1. Introduction Already for half a century, building strong game-playing programs is one of the main targets of Artificial-Intelligence researchers. The principal aim is to witness the \intelligence" of computers. A second aim is to establish the game-theoretic value of a game, i.e., the outcome of the game when all participants play optimally. -
SOLVING RENJU János Wágner1 István Virág2 Budapest, Hungary
30 ICGA Journal March 2001 NOTE SOLVING RENJU János Wágner1 István Virág2 Budapest, Hungary ABSTRACT Renju is a very old two-player board game with subtle tactics and strategies. It comes from Japan and is a professional variant of Go-Moku. In many countries, such as China, Estonia, Japan, Latvia, Russia, and Sweden, Renju is played on a high level of performance. Compared to Renju, the game of Go-Moku, mainly played in China and Japan, has rather simple rules. Go-Moku was solved by Allis in 1992. He proved that it is a won game for the player to move first. In this note we claim that Renju is a first-player win too. We describe our research approach and how we arrived at this game-theoretical value. 1. INTRODUCTION In 1992 Allis solved the game of Go-Moku by means of the computer program VICTORIA (Allis, Van den Herik, and Huntjes, 1993; Allis, 1994). The main techniques applied were proof-number search (Allis, Van der Meulen, and Van den Herik, 1994) and threat-space search (Allis, Van den Herik, and Huntjes, 1995). Since the advantage for the first player was well-known (Sakata and Ikawa, 1981), many variants of Go-Moku were developed so as to reduce the advantage of the first player, attempting to create a balanced game. Already around 1900 Japanese professional players improved the simple rules of Go-Moku by introducing that the first player (Black) is prohibited from making a double three, a double four, and an overline. After that the Renju board was diminished from 19×19 (Go board size) to 15×15 when it was discovered that the larger board size increases Black’s advantage. -
Two Methods for Investigating the Generalized Tic-Tac-Toe
Hang Lung Mathematics Awards Vol. 6 (2014) HANG LUNG MATHEMATICS AWARDS 2014 HONORABLE MENTION Two Methods for Investigating the Generalized Tic-Tac-Toe Team Members: Kam Chuen Tung, Luke Lut Yin Lau Teacher: Ms. Mee Lin Luk School: La Salle College Hang Lung Mathematics Awards c 2014, IMS, CUHK Vol. 6 (2014), pp. 153–182 TWO METHODS FOR INVESTIGATING THE GENERALIZED TIC-TAC-TOE TEAM MEMBERS Kam Chuen Tung, Luke Lut Yin Lau TEACHER Ms. Mee Lin Luk SCHOOL La Salle College Abstract. In this paper, we look into the (m, n, k, p, q) game, one of the generalizations of the well-known Tic-Tac-Toe game. The objective of the game is to achieve ‘k-in-a-row’ with one’s pieces before one’s opponents does. We use two methods — exhaustion and pairing strategy — to investigate the results of the (m, n, k, p, q) game for several different values of the five parameters. 1. Introduction 1.1. Background Tic-tac-toe is a simple but well-known game which can be traced back to the first century BC. [1] Two players participate in this game and each player uses a type of pieces (usually crosses or noughts) which are placed on a 3 3 board with 9 equally large squares. The players place one stone on an unoccupied× square in turn to achieve a game state in which there are three of their own pieces connected horizontally, vertically, or diagonally. Though a lot of people know how to draw rather easily playing as the second player, some very interesting and much more difficult and complicated games have evolved from this ancient game. -
Tips for Teaching Logical Games 1
Tips for teaching logical games 1. The games should fit the kid’s age and abilities. 2. The length of the game should be in consideration of the child's ability to concentrate. 3. The kid should not learn a new game until the previous one has been properly practiced, and knows the rules certainly. 4. All games should bring positive experiences for the child. 5. It is important to have links between the games in their logic, in their rules, build on the lessons learned before. 6. If possible, try to combine games with moving as well. 7. Only 10-20% of the time should be spent on teaching. In the rest the children should be playing. 8. When learning new games always use the same system. For example: Presentation of the game Questions Trial game Questions 9. The child is responsible for the toys, they always need to check that no piece is missing or damaged. 10. If possible, make a game with the kid, as it is cost-effective, it's easier to replace the missing parts. 11. Arrange a competition. Rivalry is the essence of children. Its result is objective, encourages the children for self-assessment. 12. Appreciate all the performance, reward the worthy. 13. Get in touch with parents, students, and involve them in the game. 14. The children should teach as well. They can teach the games they know to new students. This way they arrange their knowledge better. 15. On the first lesson tell the rules that apply on your lessons and to every game.