Related papers: Complete Implementation of WXF Chinese Chess Rules
A sequence-to-sequence learning with neural networks has empirically proven to be an effective framework for Chinese Spelling Correction (CSC), which takes a sentence with some spelling errors as input and outputs the corrected one.…
RRULES is presented as an improvement and optimization over RULES, a simple inductive learning algorithm for extracting IF-THEN rules from a set of training examples. RRULES optimizes the algorithm by implementing a more effective mechanism…
The Swiss-system is an increasingly popular competition format as it provides a favourable trade-off between the number of matches and ranking accuracy. However, there is no empirical study on the potential unfairness of Swiss-system chess…
In 1979, David Fabian found a complete game of two-person Chinese Checkers in 30 moves (15 by each player) [Martin Gardner, Penrose Tiles to Trapdoor Ciphers, MAA, 1997]. This solution requires that the two players cooperate to generate a…
This paper provides a complexity analysis for the game of dark Chinese chess (a.k.a. "JieQi"), a variation of Chinese chess. Dark Chinese chess combines some of the most complicated aspects of board and card games, such as long-term…
Chinese text recognition is more challenging than Latin text due to the large amount of fine-grained Chinese characters and the great imbalance over classes, which causes a serious overfitting problem. We propose to apply Maximum Entropy…
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…
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 present here the new insight or revisiting the algorithm for playing in Chess with incomplete information (which can be recognized by its newly short-name as Phoenix-Chess strategy). The only difference with respect to the classical…
This paper presents Chinese Poker Self-Playing Robot, an integrated system enabling a TM5-900 robotic arm to independently play the four-person card game Chinese poker. The robot uses a custom sucker mechanism to pick up and play cards. An…
Poker is a large complex game of imperfect information, which has been singled out as a major AI challenge problem. Recently there has been a series of breakthroughs culminating in agents that have successfully defeated the strongest human…
The opening book is an important component of a chess engine, and thus computer chess programmers have been developing automated methods to improve the quality of their books. For chess, which has a very rich opening theory, large databases…
We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of…
It is non-trivial to design engaging and balanced sets of game rules. Modern chess has evolved over centuries, but without a similar recourse to history, the consequences of rule changes to game dynamics are difficult to predict. AlphaZero…
We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a B\"uchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular…
We introduce the game of infinite Hex, extending the familiar finite game to natural play on the infinite hexagonal lattice. Whereas the finite game is a win for the first player, we prove in contrast that infinite Hex is a draw -- both…
The performance of the Chinese Word Segmentation (CWS) systems has gradually reached a plateau with the rapid development of deep neural networks, especially the successful use of large pre-trained models. In this paper, we take stock of…
Chess championships are often organised as a Swiss-system tournament, causing great challenges in ranking the participants due to the different strength of schedules and possible circular triads. The paper suggests that pairwise comparison…
In this paper, we introduce an innovative deep learning architecture, termed Xiangqi Structurally Variable (XQSV), designed to emulate the behavioral patterns of human players in Xiangqi, or Chinese Chess. The unique attribute of XQSV is…
We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a B\"uchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular…