The MP-MIX Algorithm: Dynamic Search Strategy Selection in Multiplayer Adversarial Search Inon Zuckerman and Ariel Felner

Total Page:16

File Type:pdf, Size:1020Kb

The MP-MIX Algorithm: Dynamic Search Strategy Selection in Multiplayer Adversarial Search Inon Zuckerman and Ariel Felner 316 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 3, NO. 4, DECEMBER 2011 The MP-MIX Algorithm: Dynamic Search Strategy Selection in Multiplayer Adversarial Search Inon Zuckerman and Ariel Felner Abstract—When constructing a search tree for multiplayer algorithms include the minimax search algorithm coupled with games, there are two basic approaches to propagating the oppo- the alpha–beta pruning technique [6] which is still thebasic nents’ moves. The first approach, which stems from the MaxN building block for many successful computer player implemen- algorithm, assumes each opponent will follow his highest valued heuristic move. In the second approach, the paranoid algorithm, tations. In addition, over the years many other variations of the the player prepares for the worst case by assuming the oppo- original algorithm have been suggested [12]. nents will select the worst move with respect to him. There is no When constructing a search tree for multiplayer games, there definite answer as to which approach is better, and their main are two basic approaches one can take when expanding the op- shortcoming is that their strategy is fixed. We therefore suggest ponents’ moves. The first approach, presented in the MaxN al- the MaxN-paranoid mixture (MP-Mix) algorithm: a multiplayer adversarial search that switches search strategies according to gorithm [9], assumes that each opponent will follow his highest the game situation. The MP-mix algorithm examines the current valued move. In the second approach, presented in the paranoid situation and decides whether the root player should follow the algorithm [16], the player prepares for the worst case by as- MaxN principle, the paranoid principle, or the newly presented suming the opponents will work as a coalition and will select directed offensive principle. To evaluate our new algorithm, we the worst move with respect to him. performed extensive experimental evaluation on three multi- player domains: Hearts, Risk,andQuoridor. In addition, we also A comprehensive comparison between the two algorithms introduce the opponent impact (OI) measure, which measures the was performed by Sturtevant [14]. This could not conclude a players’ ability to impede their opponents’ efforts, and show its definite answer as to which approach is better, and further claims relation to the relative performance of the MP-mix strategy. The that the answer strongly depends on the properties of the game results show that our MP-mix strategy significantly outperforms and on the evaluation function. The main weakness of these al- MaxN and paranoid in various settings in all three games. gorithms is that their underlying assumptions on opponents’ be- Index Terms—Artificial intelligence (AI), decision trees, game- havior is fixed throughout the game. However, when examining tree search, multiplayer games. the course of many games one can realize that neither of their underlying assumptions are reasonable for the entire duration of I. INTRODUCTION the game. There are situations where it is more appropriate to follow the MaxN assumption, while in other situation the para- noid assumption seems to be the appropriate approach. ROM the early days of artificial intelligence (AI) re- Our focus in this work is on multiplayer games with a single F search, game playing has been one of the prominent winner and no reward is given to the losers, i.e., they are all research directions, since outplaying a human player has been equal losers regardless of their losing position. We call these viewed as a prime example of an intelligent behavior which games single-winner games. In such multiplayer games, there surpasses human intelligence. naturally exist other possible approaches to propagate heuristic The main building block of game playing engines is the values, that is besides MaxN and paranoid. In this paper, we in- adversarial search algorithm, which defines a search strategy troduce one such new approach, denoted the offensive strategy. for the action selection operation among the possible actions In single-winner, multiplayer games, there are situations where a player can take. In general, two-player adversarial search one player becomes stronger than the others and advances to- algorithms have been an important building block in the wards a winning state. Such situations, together with an un- construction of strong players, sometimes optimal or world derstanding that there is no difference whether a loser finishes champions [4], [13]. Classical two-player adversarial search second or last (as only the winner gets rewarded), should trigger the losing players to take explicit actions in order to prevent the leader from winning, even if the actions temporarily worsen Manuscript received September 24, 2010; revised February 25, 2011 and July their own situation. Moreover, in some situations, the only way 01, 2011; accepted July 28, 2011. Date of publication September 26, 2011; date of current version December 14, 2011.The work of A. Felner was supported by for individual players to prevent the leader from winning is by the Israeli Science Foundation under Grant 305/09. forming a coalition of players. This form of reasoning should I. Zuckerman is with the Department of Industrial Engineering and Man- lead to a dynamic change in the search strategy to an offensive agement, Ariel University Center of Samaria, Ariel 44837, Israel (e-mail: in- [email protected]). strategy, in which the player selects the actions that worsen the A. Felner is with the Information Systems Engineering Department, Ben-Gu- situation of the leading player. At the same time, the leading rion University, Be’er-Sheva 85104, Israel (e-mail: [email protected]). player can also understand the situation and switch to a more Color versions of one or more of the figures in this paper are available online at http://ieeexplore.ieee.org. defensive strategy and use the paranoid approach, as its under- Digital Object Identifier 10.1109/TCIAIG.2011.2166266 lying assumption does reflect the real game situation. 1943-068X/$26.00 © 2011 IEEE ZUCKERMAN AND FELNER: THE MP-MIX ALGORITHM: DYNAMIC SEARCH STRATEGY SELECTION 317 All these approaches (MaxN, paranoid, and offensive) are fixed. We introduce the MaxN-paranoid mixture (MP-mix) algorithm, a multiplayer adversarial search algorithm which switches search strategies according to the game situation. MP-mix is a meta-decision algorithm that outputs, according to the players’ relative strengths, whether the player should con- duct a game-tree search according to the MaxN principle, the paranoid principle, or the newly presented directed offensive principle. Thus, a player using the MP-mix algorithm will be able to change his search strategy dynamically as the game de- velops. To evaluate the algorithm we implemented the MP-mix algorithm on three single-winner and multiplayer domains: 1) Hearts—an imperfect-information, deterministic game; 2) Risk—a perfect-information, nondeterministic game; Fig. 1. Three-player MaxN game tree. 3) Quoridor—a perfect-information, deterministic game. Our experimental results show that in all domains, the MP-mix approach significantly outperforms the other ap- them measures the merit of one of the players. The root player proaches in various settings, and its winning rate is higher. chooses a move towards the leaf whose value was propagated all However, while the performance of MP-mix was significantly the way up to the root (usually denoted the principal leaf). When better in Risk and Quoridor, the results for Hearts were less propagating values, the common assumption is that the oppo- impressive. nents will use the same evaluation function as the root player In order to explain the different behavior of MP-mix we in- (unless using some form of specific opponent modeling-based troduce the opponent impact (OI). The OI is a game specific algorithm such as the ones found in [1] and [17]). property that describes the impact of move decisions by a single In sequential two-player zero-sum games (where players al- player on the performance of other players. In some games, the ternate turns), one evaluation value is enough, assuming one possibilities to impede the opponents are limited. Extreme ex- player aims to maximize this value while the other player aims amples are the multiplayer games of Bingo and Yahtzee.Inother to minimize it. The evaluation value is usually the difference games, such as Go Fish, the possibilities to impede the opponent between the merits of the max player and the merit of the min almost always exist. We show how OI can be used to predict player. Values from the leaves are propagated according to the whether dynamically switching the search strategies and using well-known minimax principle [18]. That is, assuming the root the MP-mix algorithm are beneficial. Our results suggest a pos- player is a maximizer, in even (odd) levels, the maximum (min- itive correlation between the improvement of the MP-mix ap- imum) evaluation value among the children is propagated. proach over previous approaches and games with high OI. Sequential, turn-based, multiplayer games with The structure of the paper is as follows. Section II provides players are more complicated. The assumption is that for each the required background on the relevant search techniques. In node the evaluation function returns a vector of evaluation Section III, we present the newly suggested directed offensive values where estimates the merit of player .Twobasic search strategy and the MP-mix algorithm. Section IV presents approaches were suggested to generalize the minimax principle our experimental results in three domains. The OI is introduced to this case: MaxN [9] and paranoid [16]. and discussed in Section V. We conclude in Section VI and present some ideas for future research in Section VII. This A. MaxN paper extends a preliminary version that appeared in [19] by presenting experimental results in the Quoridor domain, The straightforward and classic generalization of the two- new experimental insights on the behavior of MP-mix, new player minimax algorithm to the multiplayer case is the MaxN theoretical properties, and by extending the discussions in all algorithm [9].
Recommended publications
  • Towards a Game-Independent Model and Data-Structures in Digital Board Games: an Overview of the State-Of-The-Art
    Towards a game-independent model and data-structures in digital board games: an overview of the state-of-the-art Luiz Jonata Pires de Araujo Mariia Charikova Juliano Efson Sales [email protected] [email protected] [email protected] Innopolis University Innopolis University Department of Computer Science and Innopolis, Republic of Tatarstan Innopolis, Republic of Tatarstan Mathematics - University of Passau Russia Russia Germany Vladislav Smirnov Ananga Thapaliya [email protected] [email protected] Innopolis University Innopolis University Innopolis, Republic of Tatarstan Innopolis, Republic of Tatarstan Russia Russia Figure 1: Different representations for a particular game state in Chess. ABSTRACT lay the groundwork for the development of a game-independent The increasing number of options of digital board games is excit- computational framework which includes a generic game represen- ing not only from an entertainment perspective but also from an tation to facilitate and promote the application of computational academic prospect. It enables, for example, the application of mod- techniques such as, for example, artificial intelligence and machine ern computational techniques and algorithms for extracting and learning to this domain. analyzing data from a variety of games – which range from classics like Chess and Go to modern board games with complex rules like CCS CONCEPTS Settlers of Catan and Terra Mystica. It is intuitive that different • Computer Simulation of Board Games → Knowledge Rep- digital board games require distinct representation schemes and resentation; • Game Theory → Representation scheme; Data Struc- data structures to save, for example, the status or snapshot of a par- ture; • Artificial Intelligence → Agents and Environments.
    [Show full text]
  • Immigrant Sound Kit Descriptions
    Sound Log for Nicholas Escobar's "The Immigrant" Soundtrack Object Sound/Action Further Object/Recording Detail Number of Recordings Location of Recording Microphone Used Air Conditioner The hum of the air conditioner outside of my family's house. N/A 1 Backyard (Villanova, Pennsylvania) Zoom H4N A collection of ambient recordings of streets, cities and nature that I've During the arrival to Ellis Island, many of these recordings are layered on top Zoom H4N recorded over the last 8 months in various locations in Europe and the US. of one another, to give a sense of larger space. Also the nighttime recordings Poland (Maine, USA), Battersea Park (London, UK), Paris (France), Killin and Edinburgh in Poland, Maine, yielded a fantastic array of cricket recordings which make (Scotland, UK) Singerstrasse (Berlin, Germany), Calle Balmes (Barcelona, Spain), Spring Mill Ambient Street + Nature Recordings multiple appearances when Charlie and Edna are together. 21 Road (Villanova, PA, USA) Ringing the bell, varying the volume of the ring and, when possible, the length N/A Zoom H4N Argentine Brass Cowbell 3 Living Room (Villanova, Pennsylvania) Dropping a penny on the strings, muting strings with hand and with piece of An old Oscar Schmit autoharp that my grandmother bought for my mother. It Zoom H4N Autoharp paper while doing a glissando with a guitar pick quickly falls out of tune, so I used that to my advantage 8 Home studio (Villanova, Pennsylvania) Bedroom Door The squeaking sound of the hinge N/A 7 Bedroom (Villanova, Pennsylvania) Zoom H4N Hitting the old red bike bell with a wooden drum stick (muted with hand and N/A Zoom H4N Bike bell unmuted).
    [Show full text]
  • Co-Gnito As a Serious Game to Understand Users' Urban
    CO-GNITO AS A SERIOUS GAME TO UNDERSTAND USERS’ URBAN PERCEPTION A THESIS SUBMITTED TO THE GRADUATE SCHOOL OF NATURAL AND APPLIED SCIENCES OF MIDDLE EAST TECHNICAL UNIVERSITY BY SİNEM GÖRÜCÜ IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN URBAN DESIGN IN CITY AND REGIONAL PLANNING AUGUST 2019 ii Approval of the thesis: CO-GNITO AS A SERIOUS GAME TO UNDERSTAND USERS’ URBAN PERCEPTION submitted by SİNEM GÖRÜCÜ in partial fulfilment of the requirements for the degree of in Urban Design in City and Region Planning Department, Middle East Technical University by, Prof. Dr. Halil Kalıpçılar Dean, Graduate School of, Natural and Applied Sciences Prof. Dr. Çağatay Keskinok Head of Department, City and Regional Planning Prof. Dr. Müge Akkar Ercan Supervisor, City and Regional Planning Dept., METU Examining Committee Members: Assist. Prof. Dr. Harun Kaygan Industrial Design Dept., METU Prof. Dr. Müge Akkar Ercan Supervisor, City and Regional Planning Dept., METU Assoc. Prof. Dr. Adnan Aksu Architecture Dept., Gazi University Date: 27.08.2019 iii I hereby declare that all information in this document has been obtained and presented in accordance with academic rules and ethical conduct. I also declare that, as required by these rules and conduct, I have fully cited and referenced all material and results that are not original to this work. Name, Last name: Sinem Görücü Signature : iv ABSTRACT CO-GNITO AS A SERIOUS GAME TO UNDERSTAND USERS’ URBAN PERCEPTION Görücü, Sinem M.Sc., Urban Design, Department of City and Regional Planning Thesis Supervisor: Prof. Dr. Müge Akkar Ercan August 2019, 231 pages This thesis offers an experimental research tool to be used for understanding people’s perceptions and experiences in urban environments with regards to Kevin Lynch’s well-known theory of The Image of the City.
    [Show full text]
  • Parental Involvement in Education: PARENTAL Obstacles and Solutions INVOLVEMENT in EDUCATION Prof
    International Year 2 Issue 3 2021 Journal Parental Involvement in Education: PARENTAL Obstacles and Solutions INVOLVEMENT IN EDUCATION Prof. Dr. Kemal Sayar: Parents Must Discover the Interests of Their Children Mustafa Şentop, Speaker of the Grand National Assembly of Turkey: “We must raise curious children who dream and discover” What Is Gamification Gamified and How Can It Be Used in Education? Education Turkish Maarif Foundation Email: [email protected] | Phone: +90 216 323 35 35 www.turkiyemaarif.org tmaarifvakfi 2021 Year 2 Number 3 International CONTENTS Journal Year 2, Issue 3, 2021 In the third issue of the International Maarif Journal, PARENTAL the topics of parental Parental Involvement in Education: INVOLVEMENT Obstacles and involvement in education Solutions IN EDUCATION Prof. Dr. Kemal Sayar: and gamified education Parents Must Discover the Interests of Their Children are reviewed from different TBMM Başkanı Şentop, Speaker of the Grand National Assembly of perspectives by academics Turkey: “We must raise curious children who dream and discover” Gamified Education and experts. What Is Gamification and How Can It Be Used in Education? PARENTAL INVOLVEMENT GAMIFIED EDUCATION IN EDUCATION 46 / What Is Gamification and How 25 / Parental Involvement in Education: DOSSIER Can It Be Used in Education? Obstacles and Solutions Assoc. Prof. Dr. Özcan Erkan Akgün Prof. Dr. Kasım Yıldırım and Dr. Fatih Çetin 51 / The Contribution of Children’s Çetinkaya Games to Physical and 29 / Reading Education in the Family Psychomotor Development Prof. Dr. Ali Fuat Arıcı Dr. Saime Çağlak Sarı 35 / The Education System of Germany 55 / Gamification at Home and the Problems Turkish Families Assoc.
    [Show full text]
  • October 2, 2010 Shiino
    PROGRAMME THE 18TH WORLD COMPUTER CHESS CHAMPIONSHIP THE JAIST COMPUTER OLYMPIAD AT JAIST September 24 – October 2, 2010 Shiinoki Cultural Complex Kanazawa, Japan PROGRAMME THE 18TH WORLD COMPUTER CHESS CHAMPIONSHIP THE JAIST COMPUTER OLYMPIAD AT JAIST September 24 – October 2, 2010 Venue: Shiinoki Cultural Complex Kanazawa, Japan Organised by Japan Advanced Institute of Science and Technology (JAIST) International Computer Games Association (ICGA) Tilburg centre for Cognition and Communication (TiCC) 3 4 ORGANISATION Organising Committee Hiroyuki Iida (Chair) Setsuko Asakura Rémi Coulom Johanna Hellemons H.Jaap van den Herik Giel van Lankveld David Levy Tournament Director WCCC: H.J. van den Herik Computer Olympiad: H.J. van den Herik Assistant Tournament Director WCCC: J. Krabbenbos Computer Olympiad: H. Iida, H. Matsubara, T. Ito, and Y. Tsuruoka Sponsors JAIST Fujitsu Ishikawa Prefecture Komatsu ICGA Hokkoku Bank TiCC, Tilburg University Gakken Education Publishing ChessBase I-O DATA Matsusaki Tanaka & Shobundo Graphic Art NTTWEST PFU Foundation for JAIST, Hokuriku 5 WELCOME It is our pleasure to welcome you to the 18th World Computer-Chess Championship and the JAIST Computer Olympiad held at the Shiinoki Cultural Complex, Kanazawa, Japan. The events take place from September 24 to October 2, 2010 and are held under the auspices of the ICGA (International Computer Games Association). We are happy to offer you an exciting computer-chess championship in which the strongest chess programs of the world participate. In the Computer Olympiad 90 programs participate, distributed over 19 games. The participants of the events come from Asia, Europe, and North- America. We are grateful for the support by JAIST, ChessBase, Ishikawa Prefecture, TiCC, Fujitsu, Komatsu, Hokkoku Bank, Gakken Education Publishing, I-O DATA, Tanaka & Shobundo Graphic Art, PFU, Matsusaki, NTTWEST and Foundation for JAIST.
    [Show full text]
  • Downloaded for Personal, Non-Commercial, Research Or Study Without Prior Permission and Without Charge
    Middlesex University Research Repository An open access repository of Middlesex University research http://eprints.mdx.ac.uk Bradshaw, Noel-Ann (2019) Innovations designed to improve the student experience for mathematics students in higher education. [Doctorate by Public Works] Final accepted version (with author’s formatting) This version is available at: https://eprints.mdx.ac.uk/26856/ Copyright: Middlesex University Research Repository makes the University’s research available electronically. Copyright and moral rights to this work are retained by the author and/or other copyright owners unless otherwise stated. The work is supplied on the understanding that any use for commercial gain is strictly forbidden. A copy may be downloaded for personal, non-commercial, research or study without prior permission and without charge. Works, including theses and research projects, may not be reproduced in any format or medium, or extensive quotations taken from them, or their content changed in any way, without first obtaining permission in writing from the copyright holder(s). They may not be sold or exploited commercially in any format or medium without the prior written permission of the copyright holder(s). Full bibliographic details must be given when referring to, or quoting from full items including the author’s name, the title of the work, publication details where relevant (place, publisher, date), pag- ination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Middlesex University via the following email address: [email protected] The item will be removed from the repository while any claim is being investigated.
    [Show full text]
  • Robin Vizzini
    Vizuální styl pro deskovou hru a její prezentace v online prostředí Robin Vizzini Bakalářská práce 2019 ABSTRAKT Bakalářská práce se zaobírá redesignem deskové hry a jejího jednotného vizuálu. V teoretické části se zabývám kvalitou zpracování konverzí deskových her do digitální podoby. Teoretická část je zakončena rešerší těchto deskových her. Praktická část pojednává o problémech se samotným redesignem hry a její následné konverze do digitální podoby. Klíčová slova: desková hra, strategie, karton, aplikace, konverze ABSTRACT The bachelor thesis deals with redesigning a board game and its corporate design. In theoretical chapter I address a quality of board games conversions into digital versions in general. The theoretical chapter is concluded with a recherche of these board games. The practical chapter deals with the board game redesign itself and its subsequent conversion into a digital version. Key words: board game, strategy, carton, application, conversion Poděkování: Rád bych poděkoval svému vedoucímu práce za jeho vedení, cené rady a konzultace, které mi pomohly se ubrat tím správným směrem. Dále bych rád poděkoval svým spolužákům a přátelům za pomoc v průběhu studia a celému kolektivu UTB za přátelskou atmosféru. Prohlašuji, že odevzdaná verze bakalářské práce a verze elektronická nahraná do IS/STAG jsou totožné. OBSAH ÚVOD ............................................................................................................................... 11 TEORETICKÁ ČÁST ...................................................................................................
    [Show full text]
  • URC Program Booklet
    Undergraduate Showcase for undergraduate research, Research engagement, scholarship, and creative Conference presentations April 12–27, 2013 “Having the opportunity to share my academic and professional achievements with my parents was fantastic. I hope it gave them something to show for their investment in my future!” “I will use many of the skills I learned in class— in the future and throughout my c are e r.” “The undergraduate research experience is one of the main reasons I chose to attend UNH. I gained real-life experience that you just cannot get in a classroom alone.” URC 2013 A welcome to participants and attendees elcome to the 14th annual celebration of research and discovery at the University of New Hampshire. The Undergraduate Research Conference (URC) highlights the outstanding research, scholarship, Wand creative activities of our students and their faculty mentors. We take pride in—and learn from—their accomplishments. What began as a University-wide effort in the spring of 2000 has blossomed into an annual tradition that puts UNH students in the spotlight. Our conference is one of the largest and most diverse in the nation, and this year marks another Mark W. Huddleston record in participation. More than 1,300 students will present their findings at both the Durham and Manchester campuses, and represent academic achievements in every college and school. This extraordinary learning experience helps students build the knowledge, skills, and confidence to pursue graduate studies and meaningful careers. The URC is a shining example of our students’ success and discovery-based education at UNH. Whether your visit includes a poster session, a formal presentation, an art exhibit, or a creative demonstration, we are confident that you will be impressed with the John D.
    [Show full text]
  • News Madrid, August 30Th 2006 LENNART CARLESON, 2006 ABEL PRIZE “It Is a Delicate Balance Between Giving up and Trying Very Hard, When Trying to Solve a Problem”
    ICM 2006 Daily News Madrid, August 30th 2006 LENNART CARLESON, 2006 ABEL PRIZE “It is a delicate balance between giving up and trying very hard, when trying to solve a problem” Swedish mathematician Lennart of things, get a good education, Carleson, 78, is the recipient of read the classics, and also have this year’s Abel Prize. According some fun rather than concentrate to the Abel Committee “Carleson on one subject. But it is important is always far ahead of the crowd. that the schools provide He concentrates on only the most sufficiently good teachers, so the difficult and deep problems”. Two students can get good advice and young mathematicians interviewed so on. him during the ICM2006. Could you point out problems When you received the Abel that affect education in prize, did it help you to keep mathematics nowadays? doing mathematics, I mean, did Basically, I think that the focus it motivate you? on mathematics has disappeared. Well, I’m kind of old, and at the There are no proofs, no definitions, end of my career in mathematics, no specialist teachers… And we but in general I think that the main underestimate the students. The point of prizes in mathematics is to attract the attention of problem, I think, is not that they are not capable of students to what we are doing, and the attention of the learning, but they are not interested. public, which is not very usual at congresses. We are now starting our PhD. Could you give as Do you think that mathematical prizes are an some advice for the next years? incentive to mathematical research? I think that a general piece of advice is to read a lot of To the extent that it makes people feel that they are mathematics, but not to try to understand everything.
    [Show full text]
  • TGSW2015 Abstracts.Pdf
    Kyosuke Nagata President University of Tsukuba Dear Colleagues and Friends It is my distinct pleasure to welcome everyone to Tsukuba Global Science Week (TGSW) 2015, now for the 6th year running. The history of the University of Tsukuba extends back 143 years when it was founded by the Meiji government as Japan’s fi rst institution of higher education and premier Normal School. A little over forty years ago in October 1973, our university was relocated from Tokyo to Tsukuba City where it was reborn as a comprehensive institution of higher education. Since its establishment, the University of Tsukuba has aimed for interdisciplinary education and research and to be a university open to society and the world. In accordance with these principles, we are delighted to host TGSW once again, which gathers together a number of participants not only from a diverse range of academic fi elds, but also from many different countries. What started out as an event with a single academic discipline, TGSW 2015 now offers sessions from a wide variety of fi elds ranging from hard sciences to humanities with prominent researchers from over 40 different countries. One of the highlights of this year’s TGSW is a session on “Engagement in the Olympic and Paralympic Movement,” with keynote speech by Mr. Nick Fuller (IPC), along with presentations and discussions bearing on the future and legacies of the movement with contributions from representatives of the Special Needs Education School for the Physically Challenged, International Paralympic Committee, University of Bordeaux, and AISTS, among many others. The session is particularly fi tting for this occasion, not only because Tokyo has been chosen as the venue for the 2020 Olympic and Paralympic Games, but also because we are one of the world’s premier research institutes for sports science and sports medicine with over 60 Olympic medalists.
    [Show full text]
  • Rainbow Resource Center, Inc. 2011 Christmas & Gift Catalog
    Rainbow Resource Center, Inc. 2011 Christmas & Gift Catalog Our Christmas gift to you... FREE shipping on orders of $25 or more from this catalog!* *see pg. 128 for details! Toll-free Orders: 888-841-3456 www.rainbowresource.com Welcome to the Rainbow Resource Center Christmas & Gift Catalog! Sure, we're a great source for homeschooling and educational resources at discount prices, but we also offer many terrific gifts items - fun for the whole family! Inside, you will find a wide variety of toys, games, puzzles, science and craft kits, musical instruments, and even some stocking stuffers to top it all off. This year we are excited to offer hundreds of brand new items, many of which blend learning and fun. We have been busy testing out new games at our Rainbow game nights and have discovered many other exciting items this year as well. Look for the red "NEW!" symbols scattered throughout the catalog. As always, we try to provide helpful product reviews based on our own experience with the product, full-color graphics and great prices - all to make your gift shopping easy and enjoyable. We hope that you and your family greatly enjoy the holidays. We wish you a Merry Christmas and a Happy New Year! For the Glory of God, Bob & Linda Schneider and family, and all your friends at Rainbow Resource Center Table of Contents Toys Games Puzzles & Brainteasers For the Early Years . 1 For the Early Years . 48 For the Early Years . 86 Pretend Play . 9 Cooperative . 52 Jigsaw Puzzles . 87 Dress-ups & Life-Size Play .
    [Show full text]