Related papers: Complete Implementation of WXF Chinese Chess Rules
Machine learning (ML) systems across many application areas are increasingly demonstrating performance that is beyond that of humans. In response to the proliferation of such models, the field of Explainable AI (XAI) has sought to develop…
Crazyhouse is a chess variant that incorporates all of the classical chess rules, but allows users to drop pieces captured from the opponent as a normal move. Until 2018, all competitive computer engines for this board game made use of an…
Strategy changes are an essential part of evolutionary games. Here we introduce a simple rule that, depending on the value of a single parameter $w$, influences the selection of players that are considered as potential sources of the new…
An increasing number of domains are providing us with detailed trace data on human decisions in settings where we can evaluate the quality of these decisions via an algorithm. Motivated by this development, an emerging line of work has…
It is noted that some unusual moves against a strong chess program greatly weaken its ability to see the serious targets of the game, and its whole level of play... It is suggested to create programs with different weaknesses in order to…
As handwriting input becomes more prevalent, the large symbol inventory required to support Chinese handwriting recognition poses unique challenges. This paper describes how the Apple deep learning recognition system can accurately handle…
This paper considers a class of noncooperative games in which the feasible decision sets of all players are coupled together by a coupled inequality constraint. Adopting the variational inequality formulation of the game, we first introduce…
We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position,…
Hex and Counter Wargames are adversarial two-player simulations of real military conflicts requiring complex strategic decision-making. Unlike classical board games, these games feature intricate terrain/unit interactions, unit stacking,…
In this paper, we propose a new network architecture for Chinese typography transformation based on deep learning. The architecture consists of two sub-networks: (1)a fully convolutional network(FCN) aiming at transferring specified…
This paper proposes a new mechanism for pruning a search game-tree in computer chess. The algorithm stores and then reuses chains or sequences of moves, built up from previous searches. These move sequences have a built-in forward-pruning…
In the game of Scrabble, letter tiles are drawn uniformly at random from a bag. The variability of possible draws as the game progresses is a source of variation that makes it more likely for an inferior player to win a head-to-head match…
A very simple heuristic approach to the unfolding problem will be described. An iterative algorithm starts with an empty histogram and every iteration aims to add one entry to this histogram. The entry to be added is selected according to a…
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…
Holding on to one's strategy is natural and common if the later warrants success and satisfaction. This goes against widespread simulation practices of evolutionary games, where players frequently consider changing their strategy even…
Recently, Chinese word segmentation (CWS) methods using neural networks have made impressive progress. Most of them regard the CWS as a sequence labeling problem which construct models based on local features rather than considering global…
We consider a discrete time stochastic queueing system where a controller makes a 2-stage decision every slot. The decision at the first stage reveals a hidden source of randomness with a control-dependent (but unknown) probability…
Evolutionary game theory is a powerful mathematical framework to study how intelligent individuals adjust their strategies in collective interactions. It has been widely believed that it is impossible to unilaterally control players'…
Although existing neural network approaches have achieved great success on Chinese spelling correction, there is still room to improve. The model is required to avoid over-correction and to distinguish a correct token from its phonological…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…