《RoShamBo》的游戏信息分析

Chetprayoon Panumate, H. Iida, J. Terrillon
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引用次数: 3

摘要

本文引入了一类RoShamBo博弈,用RSB(n,b,s,r)表示,即n个棋手在总共r轮比赛的每一轮中,同时在b种可能的走法中显示出一种走法,可能的获胜规则为s。在r轮后获胜更多的玩家获胜。采用游戏细化措施对RSB(n,b,s,r)进行了游戏信息分析,并通过开发计算机玩家,模拟一百万RoShamBo游戏进行了实验。结果表明,RSB(n, 3, 1, 1)在n = 8或9时效果最好,RSB(2, 3, 1,r)在r = 9或10时效果最好。此外,日本的GuRiKo和泰国的King paingingshub等流行的roshambo游戏已经被证实具有合理的设置。
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A game informatical analysis of RoShamBo
This paper introduces a family of RoShamBo games, denoted by RSB(n,b,s,r) which means that n players simultaneously show a move among b possible moves with possible s winning regulations, at each round out of r round matches in total. The player who wins more after r rounds wins. A game informatical analysis of RSB(n,b,s,r) using game refinement measure is carried out, while experiments have been conducted by developing computer players and simulating a million RoShamBo games. Results show that RSB(n, 3, 1, 1) is best to play with n = 8 or 9 and RSB(2, 3, 1,r) is best to play with r = 9 or 10. Moreover, it is confirmed that popular RoShamBo-based games such as GuRiKo in Japan and King PaoYingShub in Thailand have been played with reasonable settings.
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