Related papers: Endgame Analysis of Dou Shou Qi
This article deals with classes of antagonistic games with two players. A game is specified in terms of two `hostile' stochastic processes representing mutual attacks upon random times exerting casualties of random magnitudes. The game ends…
Sequential equilibrium is the conventional approach for analyzing multi-stage games of incomplete information. It relies on mutual consistency of beliefs. To relax mutual consistency, I theoretically and experimentally explore the dynamic…
Quitting games are one of the simplest stochastic games in which at any stage each player has only two possible actions, continue and quit. The game ends as soon as at least one player chooses to quit. The players then receive a payoff,…
Weiqi is one of the most complex board games played by two persons. The placement strategies adopted by Weiqi players are often used to analog the philosophy of human wars. Contrary to the western chess, Weiqi games are less studied by…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
This paper develops and analyses a novel quantum combinatorial game: quantum checkers (codenamed Cheqqers). The concepts of superposition, entanglement, measurements and interference from quantum mechanics are integrated into the game of…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…
Game theory provides a mathematical framework for analysing strategic situations involving at least two players. Normal-form games model situations where the players simultaneously pick their moves. In this thesis we explore the strategic…
Although recent work in AI has made great progress in solving large, zero-sum, extensive-form games, the underlying assumption in most past work is that the parameters of the game itself are known to the agents. This paper deals with the…
Bidding chess is a chess variant where instead of alternating play, players bid for the opportunity to move. Generalizing a known result on so-called Richman games, we show that for a natural class of games including bidding chess, each…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
We introduce a 2-player game played on an infinite grid, initially empty, where each player in turn chooses a vertex and colours it. The first player aims to create some pattern from a target set, while the second player aims to prevent it.…
Artificial intelligence for card games has long been a popular topic in AI research. In recent years, complex card games like Mahjong and Texas Hold'em have been solved, with corresponding AI programs reaching the level of human experts.…
Moves in chess games are usually analyzed on a case-by-case basis by professional players, but thanks to the availability of large game databases, we can envision another approach of the game. Here, we indeed adopt a very different point of…
The strength of chess engines together with the availability of numerous chess games have attracted the attention of chess players, data scientists, and researchers during the last decades. State-of-the-art engines now provide an…
Quantum game theory is the study of strategic behavior by agents with access to quantum technology. Broadly speaking, this technology can be employed in either of two ways: As part of a randomization device or as part of a communications…
Endgame studies have long served as a tool for testing human creativity and intelligence. We find that they can serve as a tool for testing machine ability as well. Two of the leading chess engines, Stockfish and Leela Chess Zero (LCZero),…
This paper suggests a forward-pruning technique for computer chess that uses 'Move Tables', which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of…
We study the class of word-building games, where two players pick letters from a finite alphabet to construct a finite or infinite word. The outcome is determined by whether the resulting word lies in a prescribed set (a win for player $A$)…
Recent years have witnessed the great breakthrough of deep reinforcement learning (DRL) in various perfect and imperfect information games. Among these games, DouDizhu, a popular card game in China, is very challenging due to the imperfect…