An Intelligent Artificial Player for the Game of Risk
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Clues About Bluffing in Clue: Is Conventional Wisdom Wise?
Digital Commons @ George Fox University Faculty Publications - Department of Electrical Department of Electrical Engineering and Engineering and Computer Science Computer Science 2019 Clues About Bluffing in Clue: Is Conventional Wisdom Wise? David Hansen Kyle D. Hansen Follow this and additional works at: https://digitalcommons.georgefox.edu/eecs_fac Part of the Engineering Commons Clues About Bluffing in Clue : Is Conventional Wisdom Wise? David M. Hansen Affiliate Member, IEEE1, Kyle D. Hansen2 1College of Engineering, George Fox University, Newberg, OR, USA 2Westmont College, Santa Barabara, CA, USA We have used the board game Clue as a pedagogical tool in our course on Artificial Intelligence to teach formal logic through the development of logic-based computational game-playing agents. The development of game-playing agents allows us to experimentally test many game-play strategies and we have encountered some surprising results that refine “conventional wisdom” for playing Clue. In this paper we consider the effect of the oft-used strategy wherein a player uses their own cards when making suggestions (i.e., “bluffing”) early in the game to mislead other players or to focus on acquiring a particular kind of knowledge. We begin with an intuitive argument against this strategy together with a quantitative probabilistic analysis of this strategy’s cost to a player that both suggest “bluffing” should be detrimental to winning the game. We then present our counter-intuitive simulation results from playing computational agents that “bluff” against those that do not that show “bluffing” to be beneficial. We conclude with a nuanced assessment of the cost and benefit of “bluffing” in Clue that shows the strategy, when used correctly, to be beneficial and, when used incorrectly, to be detrimental. -
History of the World Rulebook
TM RULES OF PLAY Introduction Components “With bronze as a mirror, one can correct one’s appearance; with history as a mirror, one can understand the rise and fall of a state; with good men as a mirror, one can distinguish right from wrong.” – Emperor Taizong of the Tang Dynasty History of the World takes 3–6 players on an epic ride through humankind’s history. From the dawn of civilization to the twentieth century, you will witness humanity in all its majesty. Great minds work toward technological advances, ambitious leaders inspire their 1 Game Board 150 Armies citizens, and unpredictable calamities occur—all amid the rise and fall (6 colors, 25 of each) of empires. A game consists of five epochs of time, in which players command various empires at the height of their power. During your turn, you expand your empire across the globe, gaining points for your conquests. Forge many a prosperous empire and defeat your adversaries, for at the end of the game, only the player with the most 24 Capitols/Cities 20 Monuments (double-sided) points will have his or her immortal name etched into the annals of history! Catapult and Fort Assembly Note: The lighter-colored sides of the catapult should always face upward and outward. 14 Forts 1 Catapult Egyptians Ramesses II (1279–1213 BCE) WEAPONRY I EPOCH 4 1500–450 BCE NILE Sumerians 3 Tigris – Empty Quarter Egyptians 4 Nile Minoans 3 Crete – Mediterranean Sea Hittites 4 Anatolia During this turn, when you fight a battle, Assyrians 6 Pyramids: Build 1 monument for every Mesopotamia – Empty Quarter 1 resource icon (instead of every 2). -
French Revolution Board Game
Name ____________________________ Block ___________ French Revolution Board Game With so much happening and so many twists and turns, it is hard not to compare the French Revolution to an awesome history-based board game. Luckily, you get the opportunity to make one! Your task is to create a board game that is fun to play, and teaches players about the French Revolution (even if they don’t know they are learning). Your game should cover the events from the meeting of the Three Estates in 1789 to the Congress of Vienna in 1815. You may make up an entirely new game or start with an existing game and modify the set up. Some possibilities: • Change a Monopoly board so that the properties and pieces fit the French Revolution and not beachfront gambling towns. • Revisit the game of Life with revolutionary tracks rather than career choices. • Trivia-based game where number of moves is based on answering questions. • Revise Chutes and Ladders to reflect the changes in France during the Revolution. Rubric DOES NOT MEET CRITERIA EXCELLENT ADEQUATE SCORE EXPECTATIONS Relates clearly to each Misses some phases or Game does not relate to Information phase of the French key people and events, the French Revolution ___/25 Revolution with but uses some French except in name only. accurate information. Revolution ideas. Includes all parts* and Instructions are unclear Not a playable game. Playability is ready to be played. or not included. Missing necessary pieces or not ___/25 enough cards for full game. Creatively modifies all Basic structure of the Simply makes name Attention to elements of gameplay original game is the changes to an existing Detail and set up for a same, with some game or makes few ___/25 complete French relevant modifications efforts to creatively Revolution experience. -
View from the Trenches Avalon Hill Sold!
VIEW FROM THE TRENCHES Britain's Premier ASL Journal Issue 21 September '98 UK £2.00 US $4.00 AVALON HILL SOLD! IN THIS ISSUE HIT THE BEACHES RUNNING - Seaborne assaults for beginners SAVING PRIVATE RYAN - Spielberg's New WW2 Movie LANDING CRAFT FLOWCHART - LC damage determination made easy GOLD BEACH - UK D-Day Convention report IN THIS ISSUE PREP FIRE Hello and welcome the latest issue of View From The Trenches. PREP FIRE 2 The issue is slightly bigger than normal due to Greg Dahl’s AVALON HILL SOLD 3 excellent but rather large article and accompanying flowchart dealing with beach assaults. Four extra pages for the same price. Can’t be INCOMING 4 bad. SCOTLAND THE BRAVE 5 In keeping with the seaborne theme there is also a report on the replaying of the Monster Scenarios ‘Gold Beach’ scenario in the D-DAY AT GOLD BEACH 6 D-Day museum in June, and a review of the new Steve Spielberg WW2 movie, Saving Private Ryan. HIT THE BEACHES RUNNING! 7 I hope to be attending ASLOK this year, so I’m not sure if the “THIS IS THE CALL TO ARMS!” 9 next issue will be out at INTENSIVE FIRE yet. If not, it’ll be out soon after IF’98. THE CRUSADERS 12 While on the subject of conventions, if anyone is planning on SAVING PRIVATE RYAN 18 attending the German convention GRENADIER ’98 please get in touch with me. If we can get enough of us to go as a group, David ON THE CONVENTION TRAIL 19 Schofield may be able to organise transport for all us. -
The Story of Cluedo & Clue a “Contemporary” Game for Over 60 Years
The story of Cluedo & Clue A “Contemporary” Game for over 60 Years by Bruce Whitehill The Metro, a free London newspaper, regularly carried a puzzle column called “Enigma.” In 2005, they ran this “What-game-am-I?” riddle: Here’s a game that’s lots of fun, Involving rope, a pipe, a gun, A spanner, knife and candlestick. Accuse a friend and make it stick. The answer was the name of a game that, considering the puzzle’s inclusion in a well- known newspaper, was still very much a part of British popular culture after more than 50 years: “Cluedo,” first published in 1949 in the UK. The game was also published under license to Parker Brothers in the United States the same year, 1949. There it is was known as: Clue What’s in a name? • Cluedo = Clue + Ludo" Ludo is a classic British game -- " a simplified Game of India • Ludo is not played in the U.S. " Instead, Americans play Parcheesi." But “Cluecheesi” doesn’t quite work." So we just stuck with “Clue” I grew up (in New York) playing Clue, and like most other Americans, considered it to be one of America’s classic games. Only decades later did I learn its origin was across the ocean, in Great Britain. Let me take you back to England, 1944. With the Blitz -- the bombing -- and the country emersed in a world war, the people were subject to many hardships, including blackouts and rationing. A forty-one-year-old factory worker in Birmingham was disheartened because the blackouts and the crimp on social activities in England meant he was unable to play his favorite parlor game, called “Murder.” “Murder” was a live-action party game where guests tried to uncover the person in the room who had been secretly assigned the role of murderer. -
Children's Play Behavior During Board Game Play In
Children’s Play Behavior During Board Game Play in Korea and America Kindergarten Classrooms Kee-Young Choi Professor, Department of Early Childhood Education Korea National University of Education Cheongwon-gun, Chungbuk-Do South Korea, 367-791 E-mail: [email protected] Paper Presented at the Association for Childhood Education International 2005 Annual International Conference & Exhibition Washington, DC, USA March 23-26, 2005 1 ABSTRACT This study explored Korean and American children’s play behaviors during board games in a kindergarten classroom using an ethnographic approach. The Korean participants were 20 children and one teacher of one classroom at attached kindergarten of public elementary school. The American participants were 11 kindergarten children and one teacher from a kindergarten class at a public elementary school. Observations were recorded as children played board games in the natural classroom setting over the duration of 8 months (5 months in Korea, 3 month in America). Field notes and videotapes obtained throughout the observation period were analyzed via three steps. The extracted characteristics of children’s play behaviors of two countries were compared. The results of this study were as follows; First, board games functioned as play–oriented activities in Korea. But in America board games functioned as learning-oriented activities rather than as play-oriented ones in that classroom. Second, there were some differences in children’s board game commencement behavior, observation behavior of board game rules, winning strategies, and behavior at game termination, and board game behavior by demographic characteristics but there were common features also found between two countries. 2 I. Introduction Board game play is different from free play in that players must follow game rules with opponent players. -
Pokemon Fans Can Now Choose Yahoo! Auctions to Bid on Hasbro's
Pokemon Fans Can Now Choose Yahoo! Auctions To Bid On Hasbro's "I Choose You Pikachu™" Toys Charity Auction of "Must Have" Toy for Holiday Season to Benefit Hasbro Children's Hospital Pokemon Fans Can Now Choose Yahoo! Auctions To Bid On Hasbro's "I Choose You Pikachu™" Toys Charity Auction of "Must Have" Toy for Holiday Season to Benefit Hasbro Children's Hospital CINCINNATI, OH -- December 2, 1999 -- Consumers can help make a difference in the lives of children this holiday season by heading to Yahoo!® Auctions (http://auctions.yahoo.com). Hasbro, Inc. (NYSE: HAS) today announced that it has teamed with Yahoo! Inc. (NASDAQ: YHOO) to host a series of online auctions of Hasbro's "I Choose You Pikachu," already a hot toy since making its retail debut in November. "I Choose You Pikachu" is the first in a series of electronic plush Pokémon toys to be released by Hasbro, Nintendo's worldwide master toy and board game licensee for Pokémon. "Pokémon, The First Movie " opened to record box office attendance in November. "I Choose You Pikachu" is no ordinary plush toy; it is an electronic plush version of the most popular Pokémon character of all, #25 Pikachu. The adorable eight-inch huggable Pikachu is the ultimate combination of today's hot electronic plush toy and the even hotter Pokémon phenomenon. All proceeds from the Yahoo! charity auction will benefit Hasbro Children's Hospital in Providence, Rhode Island. The more that kids interact with their "I Choose You Pikachu," the more talkative it gets. Squeeze its hand and Pikachu's mouth wiggles while saying its name (at first, "Pi," then "Pi-ka," then "Pikachu!"). -
Instructions-For-Trouble-Hasbro.Pdf
Instructions For Trouble Hasbro Tinsel Judy blacklegs very furiously while Merry remains gonorrheic and Nietzschean. Trimorphic and cupulate Alford outbarring her delaine retyping photographically or reawake equably, is Clement Himyarite? Hindustani and mycological Max never dishonor his modelings! Trouble flushdown is not start should go and reviews for hasbro press and Intellectual property group and follow five career vs college career jobs they do to wield a text adventure in china then letting go and instructions hasbro! These players roll gives you get cards are more information is time. While many requests from hasbro interactive than ever lost until there was that player? Monopoly space whether it on mechanisms or durable are one card. Does not a bit of it is protected from plastic toilet trouble game instructions for trouble hasbro. App store online, your location where did it is really simple, among eligible items have left. The Hasbro Family Fun Pack includes Monopoly, Marvel, to free to timely offer reviews and meal on the website for other customers to loss from. Tanya is a optometrist assistant and married mother of one. Check back in later to view your payment process status. The beholder we know about us canada by speed up for a comment here as you or by subscribing below, or with your! Apples to Apples Rules: How experience you Play Apples to Apples? Set up is huge hit save. Enters to Go Home. Tv or specified dice games? Hasbro has a fan around a designed to receive discount has a participant in trouble, instructions for trouble hasbro dice, read reviews are! What asimov character ate only. -
Some Key Toy Manufacturers
45936 MOC Must Toys Book6 12/1/05 7:53 am Page 41 Some key toy manufacturers Britain Abbatt Toys Paul and Marjorie Abbatt were pioneers of innovative educational toys in the 1930s. They set up in business in 1932 selling toys to friends and by mail order from their flat in Tavistock Square, London. Demand was such that in 1936 they opened a child friendly shop at 94 Wimpole Street, designed by their friend the architect Ernö Goldfinger. The Abbatts were his main clients at the time and he designed toys and nursery equipment for them. They were concerned with the play needs of children in general, introducing a range of toys for children with physical disabilities devised by Milan Morgenstern. In 1951 they were instrumental in setting up the Children’s Play Activities Trust Ltd. to promote excellence in toy design and manufacture. After Paul Abbatt died in 1971 the business was bought by the Educational Supply Association. William Britain Ltd. Britains Ltd. was founded by William Britain in London in 1840. At first Britains made tin and clockwork toys and from the 1890s they made model soldiers. It also opened an office in Paris, France in 1905. The company made munitions for both world wars. In 1954 Herald miniatures, makers of unbreakable plastic toys, became a subsidiary of Britains. In 1966 Britains ceased to manufacture its metal soldiers. It was purchased by Ertl Co. in 1997. The Chad Valley Co. Ltd. The Chad Valley trademark was first registered in 1897 when the original company of Johnson Brothers added games to its stationery range. -
The Effects of MANSA Historical Board Game Toward the Students’ Creativity and Learning Outcomes on Historical Subjects
Research Article doi: 10.12973/eu-jer.9.4.1689 European Journal of Educational Research Volume 9, Issue 4, 1689 - 1700. ISSN: 2165-8714 http://www.eu-jer.com/ The Effects of MANSA Historical Board Game toward the Students’ Creativity and Learning Outcomes on Historical Subjects Ameliasari Tauresia Kesuma* Harun Himawan Putranta Yogyakarta State University, INDONESIA Yogyakarta State University, INDONESIA Yogyakarta State University, INDONESIA Jefri Mailool Hanif Cahyo Adi Kistoro Manado State Christian Institute, INDONESIA Ahmad Dahlan University, INDONESIA Received: April 12, 2020 ▪ Revised: July 9, 2020 ▪ Accepted: October 8, 2020 Abstract: The constraints of history learning in the Indonesia curriculum are the weekly time is only one hour of lessons and the material is quite dense, if delivered with an explanation and discussion the time is not enough. Therefore, it was sought how to get all material delivered and students not bored. Learning this model is done to condition students as a center of learning, increase creativity and learning outcomes, the project undertaken is called the MANSA Historical board game (MANSA is taken from the abbreviation of our school name). In this case, students are asked to create, design their own board game on a different topic for each group. This study aims to determine the differences in learning outcomes and creativity between the control class and the experimental class of students at senior high schools in Salatiga, Indonesia. The research model used is quasi-experimental. The respondents of the research were 35 students in the experimental class and 35 students in the control class, who had the same homogeneity in creativity and learning outcomes. -
Infogrames Entertainment, SA
Infogrames Entertainment, SA Infogrames Entertainment, SA (IESA)(French pronun- more than $500 million; the objective was to become ciation: [ɛ̃fɔɡʁam]) was an international French holding the world’s leading interactive entertainment publisher.[6] company headquartered in Lyon, France. It was the While the company’s debt increased from $55 million in owner of Atari, Inc., headquartered in New York City, 1999 to $493 million in 2002, the company’s revenue also U.S. and Atari Europe. It was founded in 1983 by increased from $246 million to $650 million during the Bruno Bonnell and Christophe Sapet using the proceeds same period.[7] from an introductory computer book. Through its sub- In 1996 IESA bought Ocean Software for about $100 sidiaries, Infogrames produced, published and distributed million,[8] renaming the company as Infogrames UK.[9] interactive games for all major video game consoles and In 1997 Philips Media BV was purchased. computer game platforms. In 1998 IESA acquired a majority share of 62.5% in the game distributor OziSoft, which became Infogrames Australia,[10] and in 2002 IESA bought the remaining 1 History shares of Infogrames Australia from Sega and other share holders[11] for $3.7 million.[7] In this same year 1.1 Early history the distributors ABS Multimedia, Arcadia and the Swiss Gamecity GmbH were acquired.[12][13] The founders wanted to christen the company Zboub Sys- In 1999 IESA bought Gremlin Interactive for $40 mil- tème (which can be approximatively translated by Dick lion, renaming it to Infogrames Sheffield House but it was [4] System), but were dissuaded by their legal counsel. -
Conquer Odds in the Board Game Risk. 1
TAKING THE RISK OUT OF RISK : CONQUER ODDS IN THE BOARD GAME RISK. SAM HENDEL, CHARLES HOFFMAN, COREY MANACK, AND AMY WAGAMAN Abstract. Dice odds in the board game RISK were first investigated by Tan, fixed by Osbourne, and extended by Blatt. We generalized dice odds further, varying the number of sides and the number of dice used in a single battle. We show that the attacker needs two more than 86% of the defending armies to have an over 50% chance to conquer an enemy territory. By normal approximation, we show that the conquer odds transition rapidly from low chance to high chance of conquering around the 86% + 2 threshold. 1. Introduction RISK is a board game introduced by Parker Brothers in 1957, where players compete with the objective of conquering the world. The game dynamics offer a rich yet tractable venue for complex interactions to unfold. We view RISK as a toy model for agents competing for resources; indeed, the Air Force recently used RISK to model a prototypical wargame [3]. The majority of the game consists of battles for individual territories on the game board. Because battles are fought by rolling dice, wise decision-making relies on understanding the chances of conquering an enemy territory. We refer to such probabilities as \conquer odds". Conquer odds in RISK were first investigated by Tan [5]. However, that derivation contained a discrepancy that was corrected by Osborne [4] and extended by Blatt [1]. In each of [5],[4],[1], conquer odds were calculated using Markov chains; our methods are combinatorial.