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A. Contents B. Aim C. Preparation D. Starting Position E. Moving a Ring
Can you find a bit of order amongst the chaos? The fifth game of Project GIPF. For 2 players. Sometimes you'll have the impression that there is nothing but chaos on the board. You line up a few of your pieces-and the next thing you notice is that they have changed color! The more pieces on the board, the more difficult it becomes to predict what will happen. But also the more opportunities you have! So don't worry: you'll get your chance. Just stay alert, and you'll create your own little bit of order in the chaos! A. Contents - 1 game board - 5 white and 5 black rings - 51 markers (white on one side, black on the other side) - This rulebook B. Aim You and your opponent start the game each with 5 rings on the board. You may remove a ring each time you form a row of 5 markers with your color face up. You win the game when you have removed 3 of your rings-in other words, to win you must form 3 rows of 5 markers showing your own color. Tip: if you prefer short and fast games, then play the blitz version. See point J. at the end of these rules. That version is also very suitable for learning how to play YINSH. C. Preparation 1. Place the board vertically between the players (i.e. so that the lines that are marked with letters run from one player to the other). Each player should have spaces for 3 rings on his side. -
Game Year Rank +6 Bag O' Munchkins 2009 Unknown 10 Days in Africa 2003 671 10 Days in Asia 2007 727 10 Days in Europe 2003 751 1
Game Year Rank +6 Bag O' Munchkins 2009 Unknown 10 Days in Africa 2003 671 10 Days in Asia 2007 727 10 Days in Europe 2003 751 10 Days in the USA Unknown Unknown 1807: The Eagles Turn East 1994 2440 1825 Unit 1 1994 1484 1856 1995 193 1940 1980 3571 1940 Unknown Unknown 1941 Unknown Unknown 24/7 The Game 2006 1442 4 Player Chess 1881 3589 5ive Straight Unknown Unknown A House Divided 1981 281 a la Carte 1989 1105 A Victory Lost 2006 153 Abalone 1987 896 Ace of Aces - Handy Rotary Series 1980 478 Adam & Eva 2004 3170 Adios Amigos 2009 1607 Advanced Squad Leader - Starter Kit #1 2004 82 Afrikan tähti 1951 5843 Age of Steam Expansion - America / Europe 2007 Unknown Age of Steam Expansion - Barbados / St. Lucia 2007 Unknown Age of Steam Expansion - Portugal 2008 Unknown Age of Steam Expansion - The Moon 2005 Unknown Age of Steam Expansion - Washington DC and The Berlin2008 Wall Unknown Aggravation 1962 5845 Airships 2007 736 Alaska 1979 3532 Alfredo's Food Fight Unknown Unknown Alhambra 2003 177 Ali Baba 2002 5080 Ali Baba 1993 5284 Aloha 2005 4263 Amazons 1992 1693 America In Flames | 1999 3615 Amun-Re 2003 56 AmuseAmaze Unknown Unknown Amyitis 2007 221 Animalia 2006 1512 Ants In The Pants 1969 5725 Aqua Romana 2005 868 Arimaa 2002 1146 Arkadia 2006 201 Around the World in 80 Days 1986 3874 Assyria 2009 769 Atlantis 2009 1173 Aton 2006 282 Atta Ants 2003 2496 Attika 2003 169 Attila 2000 688 Auf Fotosafari in Ombagassa 1985 Unknown Australia 2005 691 Ave Caesar 1989 421 Axis & Allies 1981 704 Axis & Allies: Pacific 2001 595 Babylon 2003 4053 -
Great Games for 2 Players
Great Games for 2 Players Lost Cities San Juan Designer: Reiner Knizia Designer: Andreas Seyfarth Publisher: Kosmos / Rio Grande Games Publisher: Alea / Rio Grande Games Approx. Price: $46 Approx. Price: $40 Lost Cities is a simple card-playing game. In San Juan, players take on the roles of The players mount expeditions to different settlers of a new colony, building plantations ancient sites, by playing coloured cards that and other economic buildings and trading represent participation in a particular crops for new resources. At heart a card expedition. game, San Juan can be played by 2-4 players. Lost Cities is widely available and well- produced, and is highly recommended for San Juan is based on the very successful 3- two players. (The Kosmos 2-player games 5 player game Puerto Rico, with simplified are all excellent – see also Balloon Cup) and streamlined rules and roles to make it more accessible, without sacrificing game play and strategy. Carcassonne Designer: Klaus-Jürgen Wrede Publisher: Hans im Glück / Rio Grande GIPF Games Designer: Kris Burm Approx. Price: $50 Publisher: Don & Co / Rio Grande Games Although Carcassonne can be played by up Approx. Price: $60* to 5 players, it makes an excellent game for GIPF is a pure and challenging strategic two players and is a very popular and fun game for two players. It is part of the “GIPF introduction to modern boardgames. Project” game range (other titles include Players build the surrounds of the French YINSH, DVONN, ZERTZ, TAMSK, PÜNCT) of medieval city of Carcassonne – roads, cities, abstract games. farms and abbeys. -
Artificial Intelligence in Abstract 2-Player Games
Charles University in Prague Faculty of Mathematics and Physics SVOCˇ 2013 Pavel Vesel´y Artificial intelligence in abstract 2-player games Department of Applied Mathematics Supervisor of the thesis: RNDr. Tom´aˇsValla, Ph.D. Prague 2013 Abstract Tzaar is an abstract strategy two-player game, which has recently gained pop- ularity in the gaming community and has won several awards. There are some properties, most notably the high branching factor, that make Tzaar hard for computers. We developed Waltz, a strong Tzaar-playing program, using en- hanced variants of Alpha-beta and Proof-number Search based algorithms. After many tests with computer opponents and a year of deployment on a popular board-gaming portal, we conclude that Waltz can defeat all available computer programs and even strong human players. In this thesis we describe Waltz and its performance. Also, as a general contribution, we propose some enhancements of Alpha-beta and Proof-number Search, that can be useful in other domains than Tzaar. This work originated as author's bachelor thesis and continued as a paper written with Tom´aˇsValla and submitted to the 8th international conference on Computer and Games (CG2013). Contents Introduction 3 1 Tzaar Game 5 1.1 Tzaar Rules . 5 1.2 Tzaar History . 6 1.3 Strategies . 7 1.4 Game Properties of Tzaar . 9 1.5 Existing Tzaar Programs with Artificial Intelligence . 12 2 Search Algorithms for Board Games 13 2.1 Alpha-beta Algorithm . 13 2.1.1 Minimax . 13 2.1.2 Alpha-beta Pruning . 15 2.1.3 Randomized Alpha-beta . -
Solving Games Dependence of Applicable Solving Procedures
Solving games Dependence of applicable solving procedures M.J.H. Heule1? and L.J.M. Rothkrantz2 1 Department of Software Technology 2 Department of Mediamatica Faculty of Electrical Engineering, Mathematics and Computer Sciences Delft University of Technology [email protected] [email protected] Abstract. We introduce an alternative concept to determine the solv- ability of two-player games with perfect information. This concept - based on games currently solved - claims that the applicable solving procedures have a significant influence on the solvability of games. This contrasts with current views that suggest that solvability is related to state-space and game-tree complexity. Twenty articles on this topic are discussed, including those that describe the currently obtained solutions. Results include a description of the available solving procedures as well as an overview of essential techniques from the past. Besides well-known classic games, the solvability of popular and recent games z`ertz, dvonn, and yinsh is analyzed. We conclude that our proposed concept could de- termine the solvability of games more accurately. Based on our concept, we expect that new solving techniques are required to obtain solutions for unsolved games. 1 Introduction Since the beginning of artificial intelligence, strategic games have captured the imagination of the professionals in this field. Two separate lines of thinking can be pointed out: Can artificial intelligence outperform the human masters in the game? Secondly, can it determine the game-theoretic value of a game when all participants play optimally? This value indicates whether a game is won or lost from the perspective of the player who makes the first move. -
PBEM Server 1 Lyman Hurd for G4G11, March 2014
A Cluster Analysis of Richard's PBEM Server 1 Lyman Hurd For G4G11, March 2014. Introduction The goals of this paper are twofold. First, it is my intention to share with the larger community knowledge of one of my personal favorite places on the Internet, Richard’s PBEM Server ("Richard's PBeM Server"), a play-by-email server founded by Richard Rognlie in 1994! Secondly, I would like to make use of the openness of the platform to apply machine learning techniques to see what patterns can be discerned from user behavior, since Richard’s server keeps records on games played going back to its foundation. History of the server Richard’s server was founded in 1994 as means to play games by email in an automated fashion. Richard had previously been able to play Trax on a server at UC Berkeley, but the availability was not complete and the set-up did not automate tasks such as maintaining the user database. Gamerz was launched with the ability to play Trax (TraxGame) and Twixt. Before the first public announcement, the list also included Hex, Abalone and C++Robots (since relegated to its own implementation). In 1998 Richard wrote: “[PBMServ] currently supports 50+ games, 1200+ users and 3500 requests/day” ("PBMServ History"). It is apparent from the experiments below that it has only continued to build. My personal history with the site started in 2001 when I became addicted to playing the game Zèrtz, which I had recently bought (Zèrtz). Games The range of games is broad but the emphasis is on abstract board games such as backgammon, chess, go, etc.