Dawson's Chess
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Dawson's Chess
Hexapawn is a deterministic game, deterministic two-player game invented by Martin Gardner. It is played on a rectangular board of variable size, for example on a 3×3 board or on a regular chessboard. On a board of size ''n''×''m'', each player begins with ''m'' pawn (chess), pawns, one for each Square (geometry), square in the row closest to them. The goal of each player is to either advance a pawn to the opposite end of the board or leave the other player with no legal moves, either by stalemate or by having all of their pieces captured. Hexapawn on the 3×3 board is a solved game; with perfect play, White will always lose in 3 moves (1.b2 axb2 2.cxb2 c2 3.a2 c1#). Indeed, Gardner specifically constructed it as a game with a small game tree in order to demonstrate how it could be played by a heuristic Artificial intelligence, AI implemented by a mechanical calculating device, mechanical computer based on Donald Michie's Matchbox Educable Noughts and Crosses Engine (MENACE). ...
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Deterministic Game
An abstract strategy game is a type of strategy game that has minimal or no theme (narrative), narrative theme, an outcome determined only by player choice (with minimal or no randomness), and in which each player has perfect information about the game. For example, Go (game), Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic tactics, Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as ''Continuo (game), Continuo'', Octiles, ''Can't Stop (board game), Can't Stop'', and Sequence (board game), Sequence, could be considered abstract strategy games, despite ...
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