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A tribute to Guy Haworth 向盖伊·霍沃思致敬
Pub Date : 2021-10-20 DOI: 10.3233/icg-210190
H. J. Herik, M. Winands
On 16 June 2021, Guy Haworth passed way. He was a longtime and active member of our ICCA/ICGA community, and served as a Vice-President of the ICGA from 2002 until 2005. Guy will be most remembered for his contributions to the ICGA Journal. Since 1998, he regularly published technical notes, tournament reports and (review) articles on computer chess. The most well-known contributions were his endgame articles, though over the years he published more and more reports on computer chess tournaments such as the ICGA World Computer Chess Championships, and TCEC (Cup) tournaments. He was an ardent supporter of research on chess endgames, a mentor for many students, and a friend for all who investigated the nucleus of chess.
2021年6月16日,盖伊·霍沃思去世。他是我们ICCA/ICGA社区的长期活跃成员,并于2002年至2005年担任ICGA副总裁。盖伊最令人难忘的是他对ICGA期刊的贡献。自1998年以来,他定期发表关于计算机国际象棋的技术笔记、比赛报告和(评论)文章。最著名的贡献是他的终局文章,尽管多年来他发表了越来越多关于计算机国际象棋锦标赛的报道,如ICGA世界计算机国际象棋锦标赛和TCEC(杯)锦标赛。他是国际象棋终局研究的热心支持者,是许多学生的导师,也是所有研究国际象棋核心的人的朋友。
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引用次数: 0
Descent wins five gold medals at the Computer Olympiad Descent在计算机奥林匹克竞赛中获得五枚金牌
Pub Date : 2021-10-15 DOI: 10.3233/icg-210192
Quentin Cohen-Solal, T. Cazenave
Unlike AlphaZero-like algorithms (Silver et al., 2018), the Descent framework uses a variant of Unbounded Minimax (Korf and Chickering, 1996), instead of Monte Carlo Tree Search, to construct the partial game tree used to determine the best action to play and to collect data for learning. During training, at each move, the best sequences of moves are iteratively extended until terminal states. During evaluations, the safest action is chosen (after that the best sequences of moves are iteratively extended each until a leaf state is reached). Moreover, it also does not use a policy network, only a value network. The actions therefore do not need to be encoded. Unlike the AlphaZero paradigm, with Descent all data generated during the searches to determine the best actions to play is used for learning. As a result, much more data is generated per game, and thus the training is done more quickly and does not require a (massive) parallelization to give good results (contrary to AlphaZero). It can use end-of-game heuristic evaluation to improve its level of play faster, such as game score or game length (in order to win quickly and lose slowly).
与类似alphazero的算法(Silver et al., 2018)不同,Descent框架使用Unbounded Minimax (Korf and Chickering, 1996)的变体,而不是Monte Carlo Tree Search,来构建用于确定最佳操作和收集数据以供学习的部分博弈树。在训练过程中,每次移动时,迭代扩展最佳移动序列,直到最终状态。在评估过程中,选择最安全的动作(之后,每次迭代扩展最佳的移动序列,直到达到叶子状态)。此外,它也不使用政策网络,只使用价值网络。因此,不需要对操作进行编码。与AlphaZero范例不同的是,Descent在搜索过程中生成的所有数据都用于学习,以确定最佳操作。因此,每场比赛产生更多的数据,因此训练可以更快地完成,并且不需要(大规模)并行化来获得良好的结果(与AlphaZero相反)。它可以使用游戏结束启发式评估来更快地提高游戏水平,例如游戏分数或游戏长度(为了快速获胜和缓慢失败)。
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引用次数: 0
On the power of lookahead in single-player PuyoPuyo 谈单人游戏《PuyoPuyo》的前瞻功能
Pub Date : 2021-10-06 DOI: 10.3233/icg-210189
Yasuhiko Takenaga, Sho Kikuchi, Hushan Quan
PuyoPuyo is one of the Tetris-type games, which is dealt with as a single-player game in this paper. The player has a winning strategy if the player can keep playing the game infinitely on a gameboard of a constant height. In this paper, we consider how lookahead of input pieces affects the existence of winning strategies in PuyoPuyo, and show conditions that the player cannot win even with lookahead. First, we show the number of colors sufficient to make the player lose on the gameboard of width w when the number of lookahead pieces is m. Next, we show that ten and twenty-six colors are sufficient to make the player lose on the gameboards of width two and three, respectively, no matter how large the number of lookahead pieces is.
《puyopyo》是俄罗斯方块类型的游戏之一,本文将其作为单人游戏进行处理。如果玩家能够在一个固定高度的棋盘上无限地玩游戏,那么他就拥有了获胜策略。在本文中,我们考虑了在《PuyoPuyo》中,输入棋子的前瞻如何影响获胜策略的存在性,并给出了玩家即使有前瞻也无法获胜的条件。首先,我们展示了足以让玩家在宽度为w的棋盘上输掉的颜色数量,当超前棋子的数量为m时。接下来,我们展示了10种和26种颜色足以让玩家在宽度为2和3的棋盘上输掉,无论超前棋子的数量有多大。
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引用次数: 0
The Computer Olympiad 2020 2020年计算机奥林匹克竞赛
Pub Date : 2021-10-04 DOI: 10.3233/icg-210191
H. Iida, J. Schaeffer, I-Chen Wu
The 23rd Computer Olympiad was held November/December 2020. As a consequence of the global pandemic, for the first time the competitions were fought online. This involved creating new rules that were, in large part, dependent on having the participants cooperate on organizing and conducting the events. The event was a success and will be repeated online in 2021.
第23届计算机奥林匹克竞赛于2020年11月/ 12月举行。由于全球大流行,比赛首次在网上进行。这涉及到制定新的规则,这些规则在很大程度上取决于参与者在组织和实施活动方面的合作。该活动取得了成功,并将于2021年在网上重复举办。
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引用次数: 2
Sudoku Ripeto 数独我重复一遍
Pub Date : 2021-05-26 DOI: 10.3233/ICG-210180
Miguel G. Palomo
We present a variant of Sudoku called Sudoku Ripeto. It seems to be the first to admit any combination of repeated symbols, and includes Sudoku as a proper subset. We present other Sudoku Ripeto families, each with a different repetition pattern. We define Sudoku Ripeto squares and puzzles, prove several solving rules that generalize those for Sudoku, and give sufficient conditions to flexibly solve puzzles with rules only, without search.
我们展示了数独游戏的一种变体,叫做数独成熟度。它似乎是第一个承认任何重复符号的组合,并包括数独作为一个适当的子集。我们展示了其他的数独家族,每个家族都有不同的重复模式。我们定义了数独的Ripeto方格和谜题,证明了数独的若干求解规则,并给出了不需要搜索而只需要规则的灵活解谜的充分条件。
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引用次数: 0
Deep Learning for General Game Playing with Ludii and Polygames 深度学习一般游戏玩与Ludii和Polygames
Pub Date : 2021-01-23 DOI: 10.3233/icg-220197
Dennis J. N. J. Soemers, Vegard Mella, C. Browne, O. Teytaud
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific, but every individual game that these approaches are applied to still requires domain knowledge for the implementation of the game’s rules, and constructing the neural network’s architecture – in particular the shapes of its input and output tensors. Ludii is a general game system that already contains over 1,000 different games, which can rapidly grow thanks to its powerful and user-friendly game description language. Polygames is a framework with training and search algorithms, which has already produced superhuman players for several board games. This paper describes the implementation of a bridge between Ludii and Polygames, which enables Polygames to train and evaluate models for games that are implemented and run through Ludii. We do not require any game-specific domain knowledge anymore, and instead leverage our domain knowledge of the Ludii system and its abstract state and move representations to write functions that can automatically determine the appropriate shapes for input and output tensors for any game implemented in Ludii. We describe experimental results for short training runs in a wide variety of different board games, and discuss several open problems and avenues for future research.
蒙特卡罗树搜索和深度神经网络的结合,通过自我游戏训练,已经在许多棋盘游戏中产生了最先进的自动游戏结果。训练和搜索算法并不是特定于游戏的,但是应用这些方法的每一个游戏仍然需要领域知识来实现游戏规则,并构建神经网络的架构——特别是它的输入和输出张量的形状。Ludii是一个通用的游戏系统,已经包含了超过1000种不同的游戏,由于其强大而友好的游戏描述语言,它可以迅速增长。Polygames是一个带有训练和搜索算法的框架,它已经为一些桌游创造了超人玩家。本文描述了Ludii和Polygames之间的桥梁的实现,它使Polygames能够训练和评估通过Ludii实现和运行的游戏模型。我们不再需要任何特定于游戏的领域知识,而是利用我们对Ludii系统的领域知识及其抽象状态和移动表示来编写函数,这些函数可以自动确定在Ludii中实现的任何游戏的输入和输出张量的适当形状。我们描述了在各种不同的棋盘游戏中进行短期训练的实验结果,并讨论了几个开放的问题和未来研究的途径。
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引用次数: 8
TCEC Cup 7
Pub Date : 2021-01-11 DOI: 10.3233/icg-200174
G. Haworth, Nelson Hernandez
The TCEC Cup 7 knockout event was the penultimate event of TCEC Season 19, begun on October 31st 2020 with the usual brisk Rapid tempo of 30′+5′′/move. It involved 32 of the top 35 engines of the TCEC19 championship as FIRE, VAJOLET and CHIRON sat this one out, see Fig. 1. It used the rules of TCEC Cup 6 (Haworth and Hernandez, 2020a-2020d). Matches were ‘best of four’ and tie-breaks consisted of further ‘same opening’ mini-matches of two games. For the second time, the ‘equal distance’ pairing was used, with seed s playing seed s+25−r (rather than 26−r−s+1) in round r if the wins all went to the higher seed. Thus, seed s1 plays s17, s9, . . . , s2 if all survive long enough. The higher seed is listed first in Table 1. This pairing also adheres to the Postponement Principle of keeping top seeds apart but stiffens the competition for the top quarter of the seeds and reduces the likelihood of protracting matches far into a tie-break – at least, in the early rounds. Seed s is of course not sentient here and therefore not in a position to wish it was seed s+1.
TCEC杯7淘汰赛是TCEC 19赛季倒数第二场比赛,于2020年10月31日开始,节奏为30 ' +5 ' ' /move。它涉及了TCEC19锦标赛前35台发动机中的32台,其中FIRE, VAJOLET和CHIRON脱颖而出,见图1。它使用了TCEC第6杯的规则(霍沃斯和埃尔南德斯,2020a-2020d)。比赛是“四局四胜制”,抢七由两局“相同开局”的迷你比赛组成。第二次采用“等距离”配对,如果获胜的都是更高的种子,则种子s在第r轮与种子s+25 - r(而不是26 - r - s+1)比赛。因此,种子s1打出s17, s9,…。如果它们都能存活足够长的时间。表1首先列出较高的种子。这种配对也遵循了将头号种子分开的推迟原则,但加剧了对前四分之一种子的竞争,并减少了将比赛拖到抢七的可能性——至少在前几轮是这样。种子s当然没有知觉,因此不能希望它是种子s+1。
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引用次数: 0
The TCEC19 Computer Chess Superfinal: A perspective TCEC19计算机国际象棋超级决赛:一个视角
Pub Date : 2021-01-11 DOI: 10.3233/icg-200173
M. Sadler
Season 19’s Premier Division was a gathering of the usual suspects but one participant was not quite what it seemed! STOCKFISH – mighty in Season 18 – had become STOCKFISH NNUE and there was great anticipation of what the added self-learning component to STOCKFISH’s evaluation would mean for STOCKFISH’s strength. In my own engine matches (on much weaker hardware and faster time controls) played from many types of positions, STOCKFISH NNUE had looked extremely impressive against ‘old-fashioned’ STOCKFISH CLASSICAL. Most surprising to me was that STOCKFISH NNUE defended even better than STOCKFISH CLASSICAL which is not a particular strength of self-learning systems. I just wondered whether at long time controls making STOCKFISH ‘think like an NN’ would blunt the destructive power that makes it so formidable. I also had high hopes for ALLIESTEIN which had performed so impressively in the end-of-season-18 bonus competitions.
第19赛季的英超联赛是一场常见的嫌疑人聚会,但有一个参与者并不完全是看起来的那样!STOCKFISH在第18季中表现出色,现在已经成为STOCKFISH NNUE,人们非常期待在STOCKFISH的评估中增加的自学组件对STOCKFISH的实力意味着什么。在我自己的引擎比赛中(在更弱的硬件和更快的时间控制上),在许多类型的位置上,《STOCKFISH NNUE》与“老式的”《STOCKFISH classic》相比显得非常令人印象深刻。最让我惊讶的是,STOCKFISH NNUE甚至比STOCKFISH classic辩护得更好,这并不是自学系统的特别优势。我只是想知道,长期以来,让STOCKFISH“像神经网络一样思考”的控制是否会削弱它强大的破坏力。我也对ALLIESTEIN寄予厚望,它在18赛季末的奖金比赛中表现得如此出色。
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引用次数: 0
Editorial: Many games, many authors 编辑:许多游戏,许多作者
Pub Date : 2021-01-11 DOI: 10.3233/ICG-200176
M. Winands
The last issue of this roller-coaster year contains three scientific articles. The first one, Polygames: Im-proved zero learning , counts 24 authors, which is probably the highest number since the establishment of the journal. The article presents P OLYGAMES , an open-source framework that combines Monte Carlo Tree Search and Deep Learning. The framework is generic enough for implementing many games, being size-invariant, and comes with a games library included. P OLYGAMES won against strong players in the game of 19 × 19 Hex and 8 × 8 Havannah. Fewer authors has the second contri-bution, Analyzing a variant of Clobber: The game of San Jego , by Raphael Thiele and Ingo Althöfer. It introduces a new two-player perfect-information game, called San Jego. The authors establish an upper bound for the state-space complexity and approximate the game-tree complexity. For small board sizes, they calculate the optimal game-theoretic values and investigate the advantage of moving first. Games are fun but can also be used more seriously as the third contribution, A polyomino puzzle for arithmetic practice , by Jeremy Foxcroft and Daniel Ashlock, shows. The article proposes a family of puzzles that gamifies arithmetic skills. The puzzles are designed with an evolutionary algorithm forming an instance of automatic content generation. It a review , con-ference TCEC and
这过山车般的一年的最后一期包含了三篇科学文章。第一篇论文《Polygames: improved -prove zero learning》共有24位作者,这可能是该期刊创刊以来的最高人数。本文介绍了P OLYGAMES,这是一个结合了蒙特卡洛树搜索和深度学习的开源框架。该框架是通用的,足以实现许多游戏,是大小不变的,并附带了一个游戏库。在19 × 19 Hex和8 × 8 Havannah的比赛中,P OLYGAMES战胜了强大的选手。较少的作者有第二个贡献,Raphael Thiele和Ingo Althöfer的《分析clober的变体:the game of San Jego》。它引入了一种新的双人完全信息游戏,叫做San Jego。建立了状态空间复杂度的上界,并对博弈树复杂度进行了近似。对于较小的棋盘,他们计算了最佳的博弈论值,并研究了先动的优势。游戏很有趣,但也可以更严肃地作为第三种贡献,Jeremy Foxcroft和Daniel Ashlock的《算术练习的多利诺谜题》就说明了这一点。这篇文章提出了一系列使算术技能游戏化的谜题。这些谜题是用进化算法设计的,形成了一个自动内容生成的实例。它是一个审查,会议TCEC和
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引用次数: 0
Mad Monty Chess 疯狂的蒙蒂象棋
Pub Date : 2021-01-01 DOI: 10.3233/ICG-210181
M. Newborn
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引用次数: 0
期刊
J. Int. Comput. Games Assoc.
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