The Hales-Jewett Theorem and Its Application to Further Generalisations of M, N, K-Games
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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 . -
Chapter 1: the Semiotic Conditions of Videogame Authorship
UC San Diego UC San Diego Electronic Theses and Dissertations Title The Foundations of Videogame Authorship Permalink https://escholarship.org/uc/item/96x08750 Author Huber, William Humberto Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO The Foundations of Videogame Authorship A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Art History, Theory and Criticism by William Humberto Huber Committee in charge: Professor Lev Manovich, Chair Professor Grant Kester Professor Kuiyi Shen Professor Stefan Tanaka Professor Noah Wardrip-Fruin 2013 © William Humberto Huber, 2013 All rights reserved. SIGNATURE PAGE The Dissertation of William Humberto Huber is approved, and it is acceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2013 iii DEDICATION With gratitude to friends, family and colleagues. To Samantha, with deepest devotion, for her friendship, affection and patience. To Rafael, for whom play is everything. iv EPIGRAPH Art is a game between all people, of all periods. – Marcel Duchamp v TABLE OF CONTENTS Signature Page ............................................................................................................... iii Dedication ..................................................................................................................... iv Epigraph ..........................................................................................................................v -
Math-GAMES IO1 EN.Pdf
Math-GAMES Compendium GAMES AND MATHEMATICS IN EDUCATION FOR ADULTS COMPENDIUMS, GUIDELINES AND COURSES FOR NUMERACY LEARNING METHODS BASED ON GAMES ENGLISH ERASMUS+ PROJECT NO.: 2015-1-DE02-KA204-002260 2015 - 2018 www.math-games.eu ISBN 978-3-89697-800-4 1 The complete output of the project Math GAMES consists of the here present Compendium and a Guidebook, a Teacher Training Course and Seminar and an Evaluation Report, mostly translated into nine European languages. You can download all from the website www.math-games.eu ©2018 Erasmus+ Math-GAMES Project No. 2015-1-DE02-KA204-002260 Disclaimer: "The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein." This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. ISBN 978-3-89697-800-4 2 PRELIMINARY REMARKS CONTRIBUTION FOR THE PREPARATION OF THIS COMPENDIUM The Guidebook is the outcome of the collaborative work of all the Partners for the development of the European Erasmus+ Math-GAMES Project, namely the following: 1. Volkshochschule Schrobenhausen e. V., Co-ordinating Organization, Germany (Roland Schneidt, Christl Schneidt, Heinrich Hausknecht, Benno Bickel, Renate Ament, Inge Spielberger, Jill Franz, Siegfried Franz), reponsible for the elaboration of the games 1.1 to 1.8 and 10.1. to 10.3 2. KRUG Art Movement, Kardzhali, Bulgaria (Radost Nikolaeva-Cohen, Galina Dimova, Deyana Kostova, Ivana Gacheva, Emil Robert), reponsible for the elaboration of the games 2.1 to 2.3 3. -
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. -
Idées De Jeux Géométriques
Haute Ecole Francisco Ferrer UER Jeux mathématiques1 1 UREM – IREM Bruxelles DES JEUX POUR S’ORIENTER DANS LE PLAN ET DANS L’ESPACE DES JEUX POUR S’ORIENTER DANS LE PLAN ET DANS L’ESPACE ____________________ 1 A. JEUX POUR S’ORIENTER DANS LE PLAN ________________________________________ 2 Go getter ___________________________________________________________________________ 2 Doigts malins ________________________________________________________________________ 3 Turbo taxi ___________________________________________________________________________ 4 You robot ___________________________________________________________________________ 5 Digit _______________________________________________________________________________ 6 River crossing – La folle traversée ________________________________________________________ 7 Labyrinthe __________________________________________________________________________ 8 Les grenouilles- Hoppers _______________________________________________________________ 9 Quoridor ___________________________________________________________________________ 10 Tetris _____________________________________________________________________________ 11 Blokus ____________________________________________________________________________ 12 Listen up ___________________________________________________________________________ 13 Tantrix ____________________________________________________________________________ 14 Cartes et circuits ____________________________________________________________________ 15 Hex _______________________________________________________________________________ -
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. -
OF US, PLAYERS Pathways in the Diffusion of Digital Gaming: Relocations, Pervasiveness, Gamification Edited by the Editors at GAME
ISSN 2280-7705 The Italian Journal www.gamejournal.it Associazione Culturale LUDICA of Game Studies Games as Art, Media, Entertainment Issue 01, 2012 – volume 1 JOURNAL (PEER-REVIEWED) ALL OF US, PLAYERS Pathways in the diffusion of digital gaming: relocations, pervasiveness, gamification Edited by the Editors at GAME GAME JOURNAL – Peer-Reviewed Section Issue 01 – 2012 GAME Journal Games as Art, Media, Entertainment G|A|M|E is an international, peer-reviewed, free access games studies journal. G|A|M|E publishes one monographic issue per year A PROJECT BY SUPERVISING EDITORS Associazione Culturale LUDICA Antioco Floris (Università di Cagliari), Roy Menarini (Università di Udine), Leonardo Quaresima (Università di Udine) Reggio Calabria IT & London UK HQ: Via Vittorio Veneto 33 89123 Reggio Calabria, Italy EDITORS Offices: 52 Kelly Avenue, London SE15 5LH, UK Stefano Baschiera (Queen’s University, Belfast), Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Università di Bologna), Adam Gallimore In association with (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), filmforumfestival.it Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano) WITH THE PATRONAGE OF Università di Cagliari ADVISORY BOARD Dipartimento di Storia, Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College -
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 . -
New Game Plus: a Study of Video Game Narratives
University of Windsor Scholarship at UWindsor Electronic Theses and Dissertations Theses, Dissertations, and Major Papers 1-1-2019 New Game Plus: A Study of Video Game Narratives Arash Hajbabaee University of Windsor Follow this and additional works at: https://scholar.uwindsor.ca/etd Recommended Citation Hajbabaee, Arash, "New Game Plus: A Study of Video Game Narratives" (2019). Electronic Theses and Dissertations. 8166. https://scholar.uwindsor.ca/etd/8166 This online database contains the full-text of PhD dissertations and Masters’ theses of University of Windsor students from 1954 forward. These documents are made available for personal study and research purposes only, in accordance with the Canadian Copyright Act and the Creative Commons license—CC BY-NC-ND (Attribution, Non-Commercial, No Derivative Works). Under this license, works must always be attributed to the copyright holder (original author), cannot be used for any commercial purposes, and may not be altered. Any other use would require the permission of the copyright holder. Students may inquire about withdrawing their dissertation and/or thesis from this database. For additional inquiries, please contact the repository administrator via email ([email protected]) or by telephone at 519-253-3000ext. 3208. New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee A Thesis Submitted to the Faculty of Graduate Studies Through the Department of English and Creative Writing In Partial Fulfillment of the Requirements for The Degree of Master of Arts At the University of Windsor Windsor, Ontario, Canada 2019 © 2019 Arash Hajbabaee New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee APPROVED BY: ______________________________________________ V.