Evolution Gaming Memes

Total Page:16

File Type:pdf, Size:1020Kb

Evolution Gaming Memes Tzolk'in Mystic Vale Kingdom Builder *Variable Setup* CodeNames (Card Building) *Variable Setup* King of Tokyo Tiananmen (Worker Placement) Dixit (Word Game) (Press Your Luck) (Area Control) Hanabi Secret Hitler *Shifting Alliances* *Cyclic vs. Radial Connection* (Win by Points) (Secret Information) (Uses Moderator) 2016 (Area Points) (Co-Operative) (Blind Moderator) (Press Your Luck) (Educational Game - History) 2012 (Perception) (Secret Information) Caylus (Connectivity Points) (Secret Information) (Secret Alliances) (Multiple Paths to Victory) (Asymmetric Player Powers) 2010 (Deduction Win Condition) (Win by Points) (Asymmetric Player Powers) 2011 (Worker Placement) Star Realms PatchWork (Pure Strategy) 2016 2013 Dvonn 2012 2016 (1D Linear Board) (Deck Building) (Cover the Board) 2014 (Shrinking Board) (Win by Points) (Card Synergy) 2014 2005 (~Hexagonal Grid) 2014 (Minimal Rules) Calculus (Neutral Pieces) (Continuous Board) Thurn and Taxis (Strategic Perception) (2D Board) (Area Control) WYPS Power Grid Prime Climb (Stackable Pieces - Top Piece Controls) (Edge to Edge Connection) Carcassonne (Catch-Up Mechanic) (Area Points) Lost Cities (Word Game) (Educational Game - Mathematics) 2001 (Minimal Rules) (Worker Placement) (Bidding) Dominion *Star (Connectivity Points) (Suits) (Hexagonal Grid) (Random Strategic Movement) 1997 (Revealed Board) (Map) *Deck Building* (2D Board) (Win by Points) (Win by Points) (Edge to Edge Connection) The Resistance / Avalon Coup (1D Linear Board) 2000 2004 (Card Synergy) (Minimalist Rules) 2006 1999 2009 (Race Game) (Blind Moderator) (Pieces in Suits) (Economy) (Special Spaces) 2014 (Secret Alliances) (Secret Information) 2008 (~Hexagonal Grid) (Asymmetric Player Powers) Pokémon (Loser Kicked Out) 1999 Rumis / Blokus 3D Settlers of Catan 2012 (Collectable Card Game) (Kill as reaction) (3D Board) Tigris and Euphrates (Bluff) (Negotiation) (Flippable / Tappable Pieces) Gobblet (Connectivity) (2D Map Board) 2012 (Connectivity Points) Java (Crowning / Promoting / Evolving) (Memory) *Connectivity Constraint* (Pieces in Suits) RoboRally (Win by Points) (3D Board) (Suits) Train - Jews to Auschwitz (Cover the Board) (Secret Information) (2D Board) (Win by Killing) 1995 (Action Point Allowance) Tikal 1995 *Educational Game - History* 2003 *Points in Worst Suit Wins* (In-A-Row Win) (Straight line Damage) Pictionary (Hexagonal Grid) (Neutral Pieces) 2009 1997 (Stackable Pieces) (Loser Kicked Out) (Deduction Win Condition) 2000 (Revealed Board) 2000 (Programmable Movement) Ra (Secret Information) (Action Point Allowance) 1995 (Win by Points) (Timed Win Condition) (Hexagonal Grid) El Grande Polarity (Uses Moderator) 1999 (Set Collection) Scotland Yard (Area Control) Magic the Gathering *Strategic Perception* (Bidding) (Drawing) (Map) (Area Points) *Collectable Card Game* Santorini *Continuous Board* 1999 (Perception) (Asymmetric Player Powers) (Common Piece) *Deck Construction Prior to Play* (Asymmetric Player Powers) (Minimal Rules) 1985 (Deduction Win Condition) (Bidding) *Card Synergy* (Shrinking Board) Twixt 1985 ?????? 1983 1995 (Flippable / Tappable Pieces) (Minimal Rules) *Edge to Edge Connection* Chess-like game for four (Suits) (Neutral Pieces) (Minimal Rules) Mafia / Werewolf players. Each player had Talisman 1993 (3D Board) 1979 (Secret Alliances) eight pieces - triangles, (1D Cyclic Board) *Stepping Up 1 Level* (Uses Moderator) Drunter und Drüber squares and circles. These (Random & Strategic Movement) 1985 (Asymmetric Player Powers) (Secret Information) (Asymmetric Player Powers) were stackable with the top 1987 (Killing Points) piece being in control. 1983 1991 Civilization *Stackable Pieces - Top Hare and Tortoise (Map) Isola Piece Controls* *Strategic Movement* (Simulation not Minimalist Rules) (2D Board) Space Hunk 1970s? (1D Linear Board) (Win by Points) (Pure Strategy) (Asymmetric Player Powers) 1979 1980 Score Four / 3D Tic Tac Toe *Neutral Pieces* (Action Point Allowance) (Minimalist Rules) (Minimal Rules) (2D Map Board) *Shrinking Board* 1989 (In-A-Row Win) 1973 *3D Board* Clue Risk Ambush! (Pure Strategy) Cosmic Encounters (Deduction Win Condition) (Map) (Different Piece Powers) 1967 (Asymmetric Player Powers) (Secret Information) (Multi-Player) (Hexagonal Grid) (Secret Information) (2D Map Board) (Loser Kicked Out) (Special Spaces) (Multi-Player) Scrabble 1944 1957 1977 Bridge / Russian Whist Yahtzee *Action Point Allowance* (Word Game) *Bidding* (Press Your Luck) 1983 Hex / Nash (2D Board) *Suit Hierarchy” (Win by Points) *Edge to Edge Connection* (Secret Information) 1886 1956 Othello / Reversi *Hexagonal Grid* (Special Spaces) (Minimal Rules) 1938 Sorry! *Communal Pieces* 1942 Diplomacy (1D Cyclic Board) (Flip by Pincering) (Simulation not Minimalist Rules) (Killed Stones Restart) (Minimal Rules) Bulls and Cows / Mastermind (Loser Kicked Out) Tactics 1944 (2D Board) (Negotiation) (Different Piece Powers) (Deduction Win Condition) (Flippable / Tappable Pieces) (Area Points) (2D Board) (Uses Moderator) 1883 (Special Spaces) (Special Spaces) (Secret Information) 1900 *Map* 1953 1954 Gomoku / Pente *In-A-Row Win* (Minimal Rules) Draughts / Checkers (2D Board) *Kill by Jumping* (Pure Strategy) (Minimal Rules) 1000 (Crowning / Promoting / Evolving) Monopoly 1243 *Economy* Mancala *Simulation not Minimalist Rules* (Educational Game - Capitalism) (Strategic Movement) (Special Spaces) (Communal Pieces) (Random & Strategic Movement) (Multiple pieces per space) (1D Cyclic Board) Perudo / Liars Dice *1D Cyclic Board* 1903 *Secret Information* *Pieces Present at Start* *Press Your Luck* (Win by points) *Kill as reaction* 600 *Loser Kicked Out* “Bluff” 1530 Chaturaji Madiao Backgammon *Secret Information* *Multi-Player* *Killed Stones Restart* *Trick Taking* *Loser Kicked Out* *Multiple pieces per space* *Suits* (Different Piece Powers) *Press Your Luck* *Cards* (2D Board) (Random Strategic Movement) (Multi-Player) (Kill by direct attack) (1D Linear Board) 1400 600 (Race Game) 480 Hnefatafl Royal Game of Ur (2D Board) (1D Linear Board) Chess (Pure Strategy) (Random Strategic Movement) (Different Piece Powers) *Asymmetric Player Powers* (Race Game) (2D Board) 400 Gyan Chauper / Snakes and Ladders (Kill by direct attack) *Luck - Tetrahedral Dice* *Educational Game - Religion* *Crowning / Promoting / Evolving* Chaturanga 2600 BC (Random Movement) 600 *Different Piece Powers* (1D Linear Board) (2D Board) (Race Game) (Win by Killing) 3000 BC *Kill by direct attack* *Pieces Present at Start* *Pieces Move* 600 Ludus Latrunculorum *Kill by Pincering* *Win by Killing* *Jump movement* *Pieces added then Move* Mehen / Egyptian Snake Board Game (2D Board) Go (1D Linear Board) (Pure Strategy) Senet *Pure Strategy* (Strong Theme) (Pieces on Spaces) *1D Linear Board* *2D Board* (Random Strategic Movement) *Flippable / Tappable Pieces* *Luck - 2 sided sticks* *2 Player* (Pieces on Spaces) 50 BC *Random Strategic Movement* *Minimal Rules* (Race Game) *Special Spaces* *Pieces Added* 3000 BC *Win by Completion of Task* *Pieces Fixed* *Pieces Added* *Kill by surrounding* *Pieces Move* *Win by Points* *Pieces on Spaces* *Pieces on Intersections* *Race Game* 3500 BC 3500 BC.
Recommended publications
  • A Trivial Pursuit: Scrabbling for a Board Game Copyright Rationale
    HALES_TRIVIAL PURSUIT 3/7/2013 1:15 PM A TRIVIAL PURSUIT: SCRABBLING FOR A BOARD GAME COPYRIGHT RATIONALE Kevin P. Hales* INTRODUCTION ......................................................................... 242 I:HISTORICAL LACK OF PROTECTION FOR BOARD GAMES ......... 245 II.ARGUMENTS FAVORING COPYRIGHT PROTECTION FOR BOARD GAMES ................................................................. 248 A. Board Games as Creative Works Versus Practical Ones .......................................................... 248 B. Copyright Protection for Comparable Works ......... 250 1. Plays and Similar Dramatic Works ................... 250 2. Sheet Music ......................................................... 252 3. Video games ........................................................ 254 4. Computer software. ............................................. 255 5. Sui Generis Protection for Architectural Works. .................................................................. 256 C. Substantial Similarity and the “Heart” of a Work . 257 D. Benefits of Copyright ............................................... 259 1. Incentivizing Creation of Board Games ............. 259 III.LACK OF PRESSURE FOR COPYRIGHT IN BOARD GAMES ....... 262 A. Legal Hurdles........................................................... 263 B. Board Game Industry Dynamics ............................. 264 IV.ARGUMENTS AGAINST COPYRIGHT IN BOARD GAMES .......... 265 CONCLUSION ............................................................................ 268 * J.D., 2011, University
    [Show full text]
  • Deficient Developmental Planning Leading to Water Conflicts Across Political Borders: the Way Forward
    Engineering, 2021, 13, 158-172 https://www.scirp.org/journal/eng ISSN Online: 1947-394X ISSN Print: 1947-3931 Deficient Developmental Planning Leading to Water Conflicts across Political Borders: The Way Forward Elias Salameh1, Nadhir Al-Ansari2* 1University of Jordan, Amman, Jordan 2Lulea University of Technology, Lulea, Sweden How to cite this paper: Salameh, E. and Abstract Al-Ansari, N. (2021) Deficient Developmental Planning Leading to Water Conflicts across In this article, Turkey, Iran and Syria in the Middle East area are taken as Political Borders: The Way Forward. Engi- examples for deficient planning and development of water resources shared neering, 13, 158-172. with their downstream countries resulting in severe social, economic and polit- https://doi.org/10.4236/eng.2021.133012 ical percussions to these neighbors. The current situation in the Middle East Received: February 24, 2021 with wars against terrorism, uprising of population groups, and COVID-19 Accepted: March 22, 2021 Pandemic have not allowed the affected countries Jordan, Iraq and Syria to Published: March 25, 2021 properly react to the assaults of upstream water development and diversions Copyright © 2021 by author(s) and on their fair shares in the transboundary waters. The rivers’ upstream deve- Scientific Research Publishing Inc. lopmental schemes have not taken advantages of recent advanced technolo- This work is licensed under the Creative gical knowhow of water efficient development and use, seemingly because the Commons Attribution International License (CC BY 4.0). arising water problems and catastrophes will not affect these upstream coun- http://creativecommons.org/licenses/by/4.0/ tries, but their downstream neighbors.
    [Show full text]
  • Paper and Pencils for Everyone
    (CM^2) Math Circle Lesson: Game Theory of Gomuku and (m,n,k-games) Overview: Learning Objectives/Goals: to expose students to (m,n,k-games) and learn the general history of the games through out Asian cultures. SWBAT… play variations of m,n,k-games of varying degrees of difficulty and complexity as well as identify various strategies of play for each of the variations as identified by pattern recognition through experience. Materials: Paper and pencils for everyone Vocabulary: Game – we will create a working definition for this…. Objective – the goal or point of the game, how to win Win – to do (achieve) what a certain game requires, beat an opponent Diplomacy – working with other players in a game Luck/Chance – using dice or cards or something else “random” Strategy – techniques for winning a game Agenda: Check in (10-15min.) Warm-up (10-15min.) Lesson and game (30-45min) Wrap-up and chill time (10min) Lesson: Warm up questions: Ask these questions after warm up to the youth in small groups. They may discuss the answers in the groups and report back to you as the instructor. Write down the answers to these questions and compile a working definition. Try to lead the youth so that they do not name a specific game but keep in mind various games that they know and use specific attributes of them to make generalizations. · What is a game? · Are there different types of games? · What make something a game and something else not a game? · What is a board game? · How is it different from other types of games? · Do you always know what your opponent (other player) is doing during the game, can they be sneaky? · Do all of games have the same qualities as the games definition that we just made? Why or why not? Game history: The earliest known board games are thought of to be either ‘Go’ from China (which we are about to learn a variation of), or Senet and Mehen from Egypt (a country in Africa) or Mancala.
    [Show full text]
  • Ancient Mesopotamia
    Mesopotamia Before History Began In prehistoric times, small bands of people roamed the hills to the North and East of the Fertile Crescent. They slept in temporary camps and hunted for food. Around 7000 B.C.E. they started to build towns. Life was easier for babies and children in the new settlements and more people lived to be adults. Eventually, there were not enough fields to support the people. They had to search for more land and they found a fertile plain bordered by two rivers, the Tigris and Euphrates. The name Mesopotamia comes from two Greek words that mean “middle” and “river”. It was located between the forest region of northern Europe and Asia. Mesopotamia is a land surrounded by the Tigris and Euphrates rivers. The Euphrates is about 600 miles longer than the Tigris, but the Tigris carries more water. In ancient times, both were used for fishing, transportation and irrigation. The plain that became Mesopotamia had good farmland. The rivers carried soil down from the mountains and there was plenty of sunshine. However, there was not much rain. Plants need water to grow. There was plenty of water in the Tigris and Euphrates rivers. Sumerian farmers learned to dig ditches and make water flow into the fields. This caused enough wheat and barley to grow to feed hundreds of people. This was one of the first uses of irrigation in the world. People began making pottery for carrying water, storing seed and preparing food. In Mesopotamia, building houses was difficult because there was little wood or stone so they learned how to make mud bricks.
    [Show full text]
  • 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.
    [Show full text]
  • Dragon Magazine
    May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high.
    [Show full text]
  • Track Thursday, March 30Th, 2017 BOARDGAMES
    Track Location Thursday, March 30th, 2017 12:00 PM 12:30 PM 1:00 PM 1:30 PM 2:00 PM 2:30 PM 3:00 PM 3:30 PM 4:00 PM 4:30 PM 5:00 PM 5:30 PM 6:00 PM 6:30 PM 7:00 PM 7:30 PM 8:00 PM 8:30 PM 9:00 PM 9:30 PM 10:00 PM 10:30 PM 11:00 PM 11:30 PM 12:00 AM 12:30 AM 1:00 AM 1:30 AM 2:00 AM 2:30 AM 3:00 AM 01 Outpost 02 1862 Railway Mania in Eastern Counties 03 Arkham Horror Superfight! Apples to Apples 04 Forbidden Desert Corrupt Kingdom Terraforming Mars PowerGrid 05 Valeria Card Kingdoms Castle Panic Chrononauts Villages of Valleria TIME Stories 06 Ca$h 'n Guns Ca$h 'n Guns Evolution Colt Express Sailing Toward Osiris Star Wars: Rebellion 13 Mystic Vale: Vale of Magic Blazing Inferno Arkham Horror: The Card Game 14 Legenday Ascension War of Shadows Marvel Heroes! 15 Feast For Odin Gravwell Palaces of Carrara King of Tokyo/NY 16 Fairy Tale Villages of Valleria Pax Porfiriana Collector's Edition Takenoko 17 Ys The Pillars of the Earth Merchants and Marauders 23 Lanterns Demo Castles Caladale Covert Demo Clank! Demo Castles Caladale Lanterns Demo Clank! Demo Lanterns Demo 24 La Granja Shadow Hunters Elder Sign Mansions of Madness Second Edition 25 Age of Discovery Orcs Must Die!: Order - The Boardgame Stone Age 26 Kingdom Builder San Juan Vye Dominion 2E Iron Dragon Betrayal at House on Hill 27 Learn Rome: City of Argent: the Consortium Rome: City of Marble 28 Marble 31 Caylus Lords of Vegas Lanterns 32 Dalmutti The Best of Chronology Zendo 33 Dominant Species 34 Conflict of Heroes: Guadalcanal Conflict of Heroes: Guadalcanal 35 Raiders of the North
    [Show full text]
  • Ai12-General-Game-Playing-Pre-Handout
    Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 ..
    [Show full text]
  • Major Developments in the Evolution of Tabletop Game Design
    Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA efreddyr@gmail.com Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game.
    [Show full text]
  • Jeanne's Favorite Games
    Jeanne’s Favorite Games Game Maker Cognitive functions/operations For Younger Children Blink Out of the Box games comparing at a high rate of speed Toot and Otto Thinkfun planning, hypothetical thinking, sequencing Barnyard Critters Rio Grande Games logic, hypothetical thinking, non competitive LCR (fun family game) George and Co. LLC spatial sense for left and right Open Sesame Ravensburger memory for spatial relationships Walk the Dogs Simply Fun planning, visual transport The Storybook Game Fundex memory, vocabulary, sequencing, forming relationships Camelot Jr. Smart Games hypothetical thinking, logical evidence, planning, Feed the Kitty Gamewright visual representation, spatial orientation Quick Cups Spin Master visual processing speed, color sequencing Go Ape (great family game) Play Monster identify emotions, reading body language Rat-a-tat-tat (card game) Gamewright memory, numbers, planning, relevant cues Penguins On Ice Smart Games spatial sense, hypothetical thinking, planning Slapzi Carma Games language development, understanding negatives (no or not), relevant cues, processing speed Tenzi (fun for groups) Carma Games matching numbers, systematic search, visual processing speed, tons of fun, buy the additional pack of cards “77 Ways to Play Tenzi” Older Children - Adult Skribble TDC Games visualizing, planning, predicting Take Your Pick Simply Fun point of view, predicting Linkity Simply Fun forming relationships, Squint Junior Out of the Box games visualizing, analyzing-integrating, Khet (a very cool laser game) www.khet.com
    [Show full text]
  • A Scalable Neural Network Architecture for Board Games
    A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[5], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of the board, with the goal of conquering maximal territory. of machine learning techniques. They form a class of clean A player can capture a single stone or a connected group and elegant environments, usually described by a small set of his opponent’s stones by completely surrounding them of formal rules and clear success criteria, and yet they often with his own stones. A move is not legal if it leads to a involve highly complex strategies.
    [Show full text]
  • Chapter 6 Two-Player Games
    Introduction to Using Games in Education: A Guide for Teachers and Parents Chapter 6 Two-Player Games There are many different kinds of two-person games. You may have played a variety of these games such as such as chess, checkers, backgammon, and cribbage. While all of these games are competitive, many people play them mainly for social purposes. A two-person game environment is a situation that facilitates communication and companionship. Two major ideas illustrated in this chapter: 1. Look ahead: learning to consider what your opponent will do as a response to a move that you are planning. 2. Computer as opponent. In essence, this makes a two-player game into a one- player game. In addition, we will continue to explore general-purpose, high-road transferable, problem-solving strategies. Tic-Tac-Toe To begin, we will look at the game of tic-tac-toe (TTT). TTT is a two-player game, with players taking turns. One player is designated as X and the other as O. A turn consists of marking an unused square of a 3x3 grid with one’s mark (an X or an O). The goal is to get three of one’s mark in a file (vertical, horizontal, or diagonal). Traditionally, X is the first player. A sample game is given below. Page 95 Introduction to Using Games in Education: A Guide for Teachers and Parents X X X O X O Before X's O's X's game first first second begins move move move X X X X O X X O X O O O X O X O X O X O X O O's X's O's X wins on second third third X's fourth move move move move Figure 6.1.
    [Show full text]