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Editorial: Scrabble, Lamplighter and the Computer Olympiad 社论:拼字游戏、点灯者和计算机奥林匹克竞赛
Pub Date : 2022-03-14 DOI: 10.3233/icg-220200
T. Cazenave
The first scientific contribution to this issue is Heuri: A Scrabble Playing Engine Using a Probability-Based Heuristic by Alejandro González Romero, René Alquézar Mancho, Arturo Ramírez Flores, Francisco González Acuña and Ian García Olmedo. The authors propose a novel Scrabble move gen-erator based on anagrams as well as a novel Computer Scrabble engine called Heuri. It uses heuristic evaluation functions based on probabilities. On the contrary of other popular Scrabble engines it does not use simulations. Heuri is quite good at fishing (e.g. increasing the probability of a bingo at next move). It has beaten Spanish World Champions Scrabble players and it is particularly good in Spanish even if it can also play in English and in French. The authors think it could be further improved using search, opponent modeling and refined heuristics. The second scientific contribution is The Algebraic Solvability of the Novel Lamplighter Puzzle by Connor Gregor, Daniel Ashlock and Allan Willms. A new puzzle is defined as the lamplighter puzzle. It can be seen as rotating the hand of a watch with restrictions on the possible rotations, as well as lighting the cell associated to the position of the hand. The goal is to reach a given state with a se-quence of moves. The lamplighter puzzle is defined more generally in the paper and its solvability is analyzed. Multiple theorems, lemmas and remarks are provided related to the solvability of the standard puzzle. Following this in depth analysis a polynomial algorithm is given for standard instances. However non standard instances may still require a heuristic search. In the conclusions the author propose many variations and future work. Hiroyuki Iida, Jonathan Schaeffer and I-Chen Wu report on the 2021 Computer Olympiad and ques-tion about whether future Olympiads should be online or in-person. The latest SSDF rating list is also given at the end of this issue.
这一问题的第一个科学贡献是Heuri:使用基于概率的启发式的Scrabble游戏引擎,作者是Alejandro González Romero, ren alquzar Mancho, Arturo Ramírez Flores, Francisco González Acuña和Ian García Olmedo。作者提出了一种基于字谜的新型Scrabble移动生成器,以及一种名为Heuri的新型计算机Scrabble引擎。它使用基于概率的启发式评估函数。与其他流行的Scrabble引擎相反,它不使用模拟。Heuri非常擅长钓鱼(例如,在下一步移动中增加宾果游戏的概率)。它击败了西班牙拼字游戏世界冠军,西班牙语特别好,即使它也能玩英语和法语。作者认为可以使用搜索、对手建模和改进的启发式进一步改进。第二个科学贡献是康纳·格雷戈尔、丹尼尔·阿什洛克和艾伦·威尔姆斯合著的《新颖的点灯谜题的代数可解性》。一个新的谜题被定义为点灯谜题。它可以被看作是在限制可能旋转的情况下旋转手表的指针,以及照亮与指针位置相关的细胞。目标是通过一系列的移动达到一个给定的状态。本文对点灯难题进行了较为笼统的定义,并对其可解性进行了分析。提供了与标准难题的可解性有关的多个定理、引理和备注。在深入分析之后,给出了标准实例的多项式算法。然而,非标准实例可能仍然需要启发式搜索。在结论中,作者提出了许多变化和未来的工作。Hiroyuki Iida, Jonathan Schaeffer和I-Chen Wu报道了2021年的计算机奥林匹克竞赛,并提出了未来的奥林匹克竞赛应该是在线还是面对面的问题。最新的社保基金评级名单亦载于本期末尾。
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引用次数: 0
Solving narrow Konane boards 解决狭窄的Konane板
Pub Date : 2022-02-18 DOI: 10.3233/icg-220198
J. Uiterwijk
In this paper we investigate the game of Konane, using Combinatorial Game Theory and game-specific solving strategies. We focus on narrow rectangular boards ( m × n boards with m ⩽ 4). These are dubbed as Linear Konane, Double Konane, Triple Konane, and Quadruple Konane, respectively. The initial board contains black and white stones in a checkered pattern, with a gap of two adjacent empty squares to enable moving. Only capture moves are possible. Depending on the exact location of the initial gap (the setup) we have four classes of initial Konane boards (two for Linear Konane), namely all combinations of a horizontal or vertical setup in the middle of the board or at a corner. For solving narrow Konane boards two notions proved very useful. First, we define moves that cannot be prevented by the opponent as safe moves of a player. Second, two fragments are independent if there is no way they can ever interact. Using these two notions Linear and Double Konane have been completely solved. Triple Konane was solved except for the horizontal corner setup. For Quadruple Konane only the vertical setup in the middle of the board was solved.
本文利用组合博弈论和特定博弈求解策略研究了Konane的博弈。我们专注于窄矩形板(m × n板,m≥4)。这些板分别被称为线性Konane,双Konane,三重Konane和四重Konane。最初的棋盘上有黑石和白石,呈方格状,中间有两个相邻的空白方块,便于移动。只有捕捉动作是可能的。根据初始间隙(设置)的确切位置,我们有四种初始Konane板(两种为线性Konane),即在板的中间或角落的水平或垂直设置的所有组合。为了解狭窄的Konane板,有两个概念被证明是非常有用的。首先,我们将对手无法阻止的移动定义为玩家的安全移动。第二,如果两个片段无法相互作用,那么它们就是独立的。利用这两个概念,完全解出了线性和双Konane。除水平角设置外,还求解了三重Konane。对于四重Konane,仅解决了板中间的垂直设置。
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引用次数: 0
The Computer Olympiads 1989-2021 1989-2021年计算机奥林匹克运动会
Pub Date : 2022-02-17 DOI: 10.3233/icg-220199
J. Schaeffer
The Computer Olympiads have been held 24 times over the past 33 years. This series of events is an important landmark that demonstrates the progress of artificial intelligence technology applied to games. This article presents comparative data on the Olympiads. Some entries contain partial information, while a few have conflicting answers. The author asks the ICGA community for help in ensuring that the data is complete and correct.
在过去的33年里,计算机奥林匹克竞赛已经举办了24届。这一系列事件是展示人工智能技术应用于游戏领域取得进展的重要里程碑。这篇文章提供了奥运会的比较数据。有些条目包含部分信息,而有些则有相互矛盾的答案。作者请求ICGA社区帮助确保数据的完整和正确。
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引用次数: 1
Editorial: Ludii, Konane and the Computer Olympiads 编辑:Ludii, Konane和计算机奥林匹克
Pub Date : 2022-02-14 DOI: 10.3233/icg-220196
T. Cazenave
The first scientific contribution to this issue is Deep Learning for General Game Playing with Ludii and Polygames by Dennis J.N.J. Soemers, Vegard Mella, Cameron Browne and Olivier Teytaud. Polygames is a general Deep Reinforcement Learning engine that combines Monte Carlo Tree Search and Deep Neural Networks trained through self-play. Ludii is a general game system that now con-tains more than one thousand games. The paper describes the bridge between Ludii and Polygames that enables Polygames to train and evaluate games that are implemented and run through Ludii. Polygames can represent any game implemented in Ludii. The authors also give experimental results for multiple board games and discuss future research. The second scientific contribution is Solving Narrow Konane Boards by Jos W.H.M. Uiterwijk. Konane is a partizan combinatorial game involving captures. The independent subgames can be associ-ated to numbers and nimbers that can be summed to get the value of the whole game combining the subgames. The paper explains two notions that proved very useful to solve Konane boards. The safe moves of a player are the moves that cannot be prevented by the opponent. The independence of two fragments relies on the impossibility of their interaction. Using these notions some results on solving 1 × n , 2 × n , 3 × n and 4 × n boards are found. In this issue we also have a report by Jonathan Schaeffer on the Computer Olympiads from 1989 up to now.
对此问题的第一个科学贡献是Dennis J.N.J. Soemers、Vegard Mella、Cameron Browne和Olivier Teytaud所著的《Deep Learning for General Game Playing with Ludii and Polygames》。Polygames是一个通用的深度强化学习引擎,它结合了蒙特卡洛树搜索和通过自我游戏训练的深度神经网络。Ludii是一个通用的游戏系统,现在包含一千多个游戏。本文描述了Ludii和Polygames之间的桥梁,使Polygames能够训练和评估通过Ludii实现和运行的游戏。Polygames可以表示在Ludii中实现的任何游戏。作者还给出了多种棋盘游戏的实验结果,并对未来的研究进行了讨论。第二个科学贡献是Jos W.H.M. Uiterwijk的《解决狭窄的Konane板》。Konane是一个包含捕获的游击组合游戏。独立的子游戏可以与数字和数字相关联,这些数字可以被求和,从而得到结合子游戏的整个游戏的价值。本文解释了两个被证明对解Konane板非常有用的概念。棋手的安全步是指对手无法阻止的步。两个片段的独立性依赖于它们相互作用的不可能性。利用这些概念,得到了求解1 × n、2 × n、3 × n和4 × n板的一些结果。在这一期中,我们也有Jonathan Schaeffer关于1989年至今的计算机奥林匹克竞赛的报告。
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引用次数: 0
The SSDF chess engine rating list, 2022-05 SSDF象棋引擎评级表,2022-05
Pub Date : 2022-01-01 DOI: 10.3233/ICG-230221
Lars Sandin
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引用次数: 0
Ringing out the old, ringing in the new 敲响旧的钟声,敲响新的钟声
Pub Date : 2022-01-01 DOI: 10.3233/ICG-1983-6408
M. Newborn
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引用次数: 0
Editorial: Nim, Racing Games and Advances in Computer Games 2021 编辑:Nim,竞速游戏和电脑游戏的进展2021
Pub Date : 2022-01-01 DOI: 10.3233/ICG-220205
T. Cazenave
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引用次数: 0
The algebraic solvability of the novel lamplighter puzzle 新型点灯谜题的代数可解性
Pub Date : 2021-12-14 DOI: 10.3233/icg-210195
Connor Gregor, D. Ashlock, Allan R. Willms
In this study, the group of finite cyclic lamplighter states is reinterpreted as the novel lamplighter puzzle. The rules of the puzzle are outlined and related back to properties of the lamplighter group with specific interest placed upon the discussion of which puzzle instances are solvable. The paper shows that, through the use of algebra, many puzzle instances can be identified as solvable without the use of an exhaustive search algorithm. Solvability depends upon the creation of irregular generating sets for subgroups of the finite cyclic lamplighter group and the cosets formed by these subgroups. Further possible generalizations of the lamplighter puzzle are also discussed in closing.
在本研究中,有限循环点灯状态群被重新解释为新颖的点灯谜题。谜题的规则被概述出来,并与点灯者群体的属性联系起来,讨论哪些谜题实例是可解决的。本文表明,通过使用代数,可以在不使用穷举搜索算法的情况下识别许多谜题实例为可解的。可解性取决于有限循环lamplighter群的子群和这些子群形成的余集的不规则生成集的创建。最后还讨论了点灯人难题的进一步可能的概括。
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引用次数: 0
Chess without draws 没有平局的国际象棋
Pub Date : 2021-11-03 DOI: 10.3233/icg-210188
G. Haworth, T. Cazenave
The prevalence of draws in chess is an increasing concern: in the ICCF’s 2017 ‘MT van Oosteram’ Correspondence event, all 56 games were drawn. This article reports a ‘Mobility Chess’ proposal by ‘Aloril’ which addresses this problem. He prefers to retain his anonymity but should be regarded as the primary author of this paper. He has defined a logical sequence of increasingly subtle and decreasingly rewarded ‘winning’ goals G k . Each position in itself associates with both an immediate achievement A j of goal G j – and an ultimate, best-achievable goal G k , k ⩽ j. Therefore, Aloril has eliminated the draw in Mobility Chess and shown how Chess can reduce the incidence of draws as much as required.
国际象棋中普遍存在的平局越来越令人担忧:在ICCF 2017年的“MT van Oosteram”对弈活动中,所有56局比赛都是平局。本文报告了“Aloril”提出的解决这一问题的“Mobility Chess”建议。他不愿透露姓名,但应该被视为这篇论文的第一作者。他已经定义了一个逻辑序列,越来越微妙,越来越少的奖励“制胜”进球。每个位置本身都与目标gj的即时成就(A j)和最终的最佳实现目标gk (k, k * j)有关。因此,Aloril消除了移动象棋中的平局,并展示了象棋如何尽可能地减少平局的发生率。
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引用次数: 1
Exciting news for the 2021 advances in computer games conference 2021年电脑游戏大会的好消息
Pub Date : 2021-11-03 DOI: 10.3233/icg-210193
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引用次数: 0
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J. Int. Comput. Games Assoc.
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