Computer Arimaa
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Computer Arimaa
Computer Arimaa refers to the playing of the board game Arimaa by computer programs. In 2002, Indian-American computer engineer Omar Syed published the rules to Arimaa and announced a $10,000 prize, available annually until 2020, for the first computer program (running on standard, off-the-shelf hardware) able to defeat each of three top-ranked human players in a three-game series. The prize was claimed in 2015, when a computer program played 7:2 against three human players. The game has been the subject of several research papers. State space of Arimaa Opening The number of different ways that each player can set up their pieces at the beginning of the game is: \dbinom \cdot \dbinom \cdot \dbinom \cdot \dbinom \cdot \dbinom \cdot \dbinom = 64864800 The player can put 8 rabbits on 16 possible squares, followed by 2 cats on the 8 remaining squares, 2 dogs on the 6 remaining squares, 2 horses on the four remaining squares, one camel on one of the two remaining squares, an ...
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Board Game
A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the term "board game" are between the 1840s and 1850s. While game boards are a necessary and sufficient condition of this genre, card games that do not use a standard deck of cards, as well as games that use neither cards nor a game board, are often colloquially included, with some referring to this genre generally as "table and board games" or simply "tabletop games". Eras Ancient era Board games have been played, traveled, and evolved in most cultures and societies throughout history Board games have been discovered in a number of archaeological sites. The oldest discovered gaming pieces were discovered in southwest Turkey, a set of elaborate sculptured stones in sets of four designed for a chess-like game, which were created during the ...
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Endgame Tablebase
In chess, the endgame tablebase, or simply the tablebase, is a computerised database containing precalculated evaluations of chess endgame, endgame positions. Tablebases are used to analyse finished games, as well as by chess engines to evaluate positions during play. Tablebases are typically exhaustive, covering every legal arrangement of a specific selection of chess piece, pieces on the board, with both White and Black in chess, White and Black to move. For each position, the tablebase records the ultimate result of the game (i.e. a win for White, a win for Black, or a draw (chess), draw) and the number of moves required to achieve that result, both assuming perfect play. Because every legal move in a covered position results in another covered position, the tablebase acts as an oracle machine, oracle that always provides the optimal move. Tablebases are generated by retrograde analysis, working backwards from checkmated positions. By 2005, tablebases for all positions having ...
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ICGA Journal
The ''ICGA Journal'' is a quarterly academic journal published by the International Computer Games Association. It was renamed in 2000. Its previous name was the ''ICCA Journal'' of the International Computer Chess Association, which was founded in 1977. The journal covers computer analysis on two-player games, especially games with perfect information such as chess, checkers, and Go. It has been the primary outlet for publication of articles on solved games, including the development of endgame tablebases in chess and other games. For example, John W. Romein and Henri E. Bal reported in the journal in 2002 that they had solved Awari and, in 2015, David J. Wu reported his solution for the Arimaa Challenge.{{cite journal , first=David J. , last=Wu , year=2015 , title=Designing a Winning Arimaa Program , journal=ICGA Journal , volume=38 , number=1 , pages=19–40 , doi=10.3233/ICG-2015-38104 , url=https://icosahedral.net/downloads/djwu2015arimaa.pdf From 1983 till 2015 ''ICGA J ...
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IBM Deep Blue
Deep Blue was a supercomputer for chess-playing based on a customized IBM RS/6000 SP. It was the first computer to win a game, and the first to win a match, against a reigning world champion under regular time controls. Development began in 1985 at Carnegie Mellon University under the name ChipTest. It then moved to IBM, where it was first renamed Deep Thought, then again in 1989 to Deep Blue. It first played world champion Garry Kasparov in a six-game match in 1996, where it won one, drew two, and lost three games. It was upgraded in 1997, and in a six-game re-match it defeated Kasparov by winning two games and drawing three. Deep Blue's victory is considered a milestone in the history of artificial intelligence and has been the subject of several books and films. History While a doctoral student at Carnegie Mellon University, Feng-hsiung Hsu began development of a chess-playing supercomputer under the name ChipTest. The machine won the North American Computer Chess C ...
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Artificial Intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in computer science that develops and studies methods and software that enable machines to machine perception, perceive their environment and use machine learning, learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon (company), Amazon, and Netflix); virtual assistants (e.g., Google Assistant, Siri, and Amazon Alexa, Alexa); autonomous vehicles (e.g., Waymo); Generative artificial intelligence, generative and Computational creativity, creative tools (e.g., ChatGPT and AI art); and Superintelligence, superhuman play and analysis in strategy games (e.g., ...
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Retrograde Analysis
In chess problems, retrograde analysis is a technique employed to determine which moves were played leading up to a given position. While this technique is rarely needed for solving ordinary chess problems, there is a whole subgenre of chess problems in which it is an important part; such problems are known as ''retros''. Retros may ask, for example, for a mate in two, but the main puzzle is in explaining the history of the position. This may be important to determine, for example, if castling is disallowed or an ''en passant'' capture is possible. Other problems may ask specific questions relating to the history of the position, such as, "Is the bishop on c1 promoted?". This is essentially a matter of logical reasoning, with high appeal for puzzle enthusiasts. Sometimes it is necessary to determine if a particular position is legal, with "legal" meaning that it could be reached by a series of legal moves, no matter how illogical. Another important branch of retrograde analysi ...
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Endgame Tablebase
In chess, the endgame tablebase, or simply the tablebase, is a computerised database containing precalculated evaluations of chess endgame, endgame positions. Tablebases are used to analyse finished games, as well as by chess engines to evaluate positions during play. Tablebases are typically exhaustive, covering every legal arrangement of a specific selection of chess piece, pieces on the board, with both White and Black in chess, White and Black to move. For each position, the tablebase records the ultimate result of the game (i.e. a win for White, a win for Black, or a draw (chess), draw) and the number of moves required to achieve that result, both assuming perfect play. Because every legal move in a covered position results in another covered position, the tablebase acts as an oracle machine, oracle that always provides the optimal move. Tablebases are generated by retrograde analysis, working backwards from checkmated positions. By 2005, tablebases for all positions having ...
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Alpha-beta Pruning
Alphabeta or Alpha Beta may also refer to: * Alphabeta, an Israeli musical group * Alpha Beta, a former chain of Californian supermarkets * The Greek alphabet, from ''Alpha'' (Αα) and ''Beta'' (Ββ), the first two letters * Alpha and beta anomers (chemistry) * Alpha–beta pruning, a type of search algorithm * Alpha–beta transformation, a mathematical transformation in electrical engineering * α,β-Unsaturated carbonyl compound, a class of organic compounds * Alpha beta filter, a predictive filter * Alpha (finance) and Beta (finance) In finance, the beta ( or market beta or beta coefficient) is a statistic that measures the expected increase or decrease of an individual stock price in proportion to movements of the stock market as a whole. Beta can be used to indicate the c ..., two measures characterizing the return of an investment portfolio * The Alpha Betas, a fraternity in the '' Revenge of the Nerds'' film series * ''Alpha Betas,'' an animated webseries created by ...
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Branching Factor
In computing, tree data structures, and game theory, the branching factor is the number of children at each node, the outdegree. If this value is not uniform, an ''average branching factor'' can be calculated. For example, in chess, if a "node" is considered to be a legal position, the average branching factor has been said to be about 35, and a statistical analysis of over 2.5 million games revealed an average of 31. This means that, on average, a player has about 31 to 35 legal moves at their disposal at each turn. By comparison, the average branching factor for the game Go is 250. Higher branching factors make algorithms that follow every branch at every node, such as exhaustive brute force searches, computationally more expensive due to the exponentially increasing number of nodes, leading to combinatorial explosion. For example, if the branching factor is 10, then there will be 10 nodes one level down from the current position, 102 (or 100) nodes two levels down, 103 ( ...
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Brute-force Search
In computer science, brute-force search or exhaustive search, also known as generate and test, is a very general problem-solving technique and algorithmic paradigm that consists of Iteration#Computing, systematically checking all possible candidates for whether or not each candidate satisfies the problem's statement. A brute-force algorithm that finds the divisors of a natural number ''n'' would enumerate all integers from 1 to n, and check whether each of them divides ''n'' without remainder. A brute-force approach for the eight queens puzzle would examine all possible arrangements of 8 pieces on the 64-square chessboard and for each arrangement, check whether each (queen) piece can attack any other. While a brute-force search is simple to implement and will always find a solution if it exists, implementation costs are proportional to the number of candidate solutionswhich in many practical problems tends to grow very quickly as the size of the problem increases (#Combinatorial ...
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Chess Engine
In computer chess, a chess engine is a computer program that analyzes chess or List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest. A chess software engine, engine is usually a Front and back ends, back end with a command-line interface with no graphics or windowing system, windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess E ...
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Computer Chess
Computer chess includes both hardware (dedicated computers) and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Computer chess applications that play at the level of a Chess title, chess grandmaster or higher are available on hardware from supercomputers to Smartphone, smart phones. Standalone chess-playing machines are also available. Stockfish (chess), Stockfish, Leela Chess Zero, GNU Chess, Fruit (software), Fruit, and other free open source applications are available for various platforms. Computer chess applications, whether implemented in hardware or software, use different strategies than humans to choose their moves: they use Heuristic (computer science), heuristic methods to build, search and evaluate Tree (data structure), trees representing sequences of moves from the current position and attempt to execute ...
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