Related papers: Modelling Chess in VDM++
Over the years, several Bridges papers have delved into the concept of danceability of a knot diagram. Inspired by dancing on non-orientable surfaces, in this paper, we expand danceability to twisted virtual knot diagrams. This paper is…
Automatic chess problem or puzzle composition typically involves generating and testing various different positions, sometimes using particular piece sets. Once a position has been generated, it is then usually tested for positional…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
The analysis of games played on graph-like structures is of increasing importance due to the prevalence of social networks, both virtual and physical, in our daily life. As well as being relevant in computer science, mathematical analysis…
This paper proposes a new approach to power in Game Theory. Cooperation and conflict are simulated with a mechanism of payoff alteration, called F-game. Using convex combinations of preferences, an F-game can measure players' attitude to…
The Dependent Chip Model (DCM) is proposed as an alternative to the Independent Chip Model (ICM) usually employed in poker tournament negotiations. DCM constitutes a recursive exploration of a multiplayer Texas hold'em poker game tree…
In this article, we study the decision-making process of chess players by using a chess engine to evaluate the moves across different pools of games. We quantified the decisiveness of each move during the games using a metric derived from…
This short note is devoted to the unraveling of the hidden interactivity of ordinary games which is an artefact of predictions of the behaviour of other players by the fixed player and describes deviations of their real behaviour from such…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Game dynamics theory, as a field of science, the consistency of theory and experiment is essential. In the past 10 years, important progress has been made in the merging of the theory and experiment in this field, in which dynamics cycle is…
We study a model for switching strategies in the Prisoner's Dilemma game on adaptive networks of player pairings that coevolve as players attempt to maximize their return. We use a node-based strategy model wherein each player follows one…
In this paper, the rules of Niel's Chess are adapted to the game of Xiangqi, following the idea that the River and the Palaces play an important role in restricting and enabling chess pieces in their movements.
In card games, in casino games with multiple decks of cards and in cryptography, one is sometimes faced with the following problem: how can a human (as opposed to a computer) shuffle a large deck of cards? The procedure we study is to break…
This position paper formalises an abstract model for complex negotiation dialogue. This model is to be used for the benchmark of optimisation algorithms ranging from Reinforcement Learning to Stochastic Games, through Transfer Learning,…
We start with the well-known game below: Two players hold a sheet of paper to their forehead on which a positive integer is written. The numbers are consecutive and each player can only see the number of the other one. In each time step,…
There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level language than general-purpose programming languages. Games…
The preference graph is a combinatorial representation of the structure of a normal-form game. Its nodes are the strategy profiles, with an arc between profiles if they differ in the strategy of a single player, where the orientation…
This paper demonstrates the use of genetic algorithms for evolving: 1) a grandmaster-level evaluation function, and 2) a search mechanism for a chess program, the parameter values of which are initialized randomly. The evaluation function…
This article discusses in detail the rating system that won the kaggle competition "Chess Ratings: Elo vs the rest of the world". The competition provided a historical dataset of outcomes for chess games, and aimed to discover whether novel…