Modeling the game of Arimaa with linguistic geometry

José Roberto Mercado Vega, Zvi Retchkiman Königsberg

Producción científica: Capítulo del libro/informe/acta de congresoContribución a la conferenciarevisión exhaustiva

2 Citas (Scopus)

Resumen

A computer defeated a chess world champion for the first time in 1997. This event inspired Omar Syed to develop the game of Arimaa. He intended to make it difficult to solve under present search approaches. Linguistic Geometry is a technique that offers a formal method based on the expertise of human chess masters, to make the development of complex heuristics easier. This article introduces a Linguistic Geometry based model for the game of Arimaa. It gives implementation for each of the essential components of Linguistic Geometry: trajectories, zones, translations and searches. A test case is given and it is used as input for a software implementation of the proposed model. The results given by the software are compared against the analysis made by a human player.

Idioma originalInglés
Título de la publicación alojadaCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
Páginas379-386
Número de páginas8
DOI
EstadoPublicada - 2009
EventoCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games - Milano, Italia
Duración: 7 sep. 200910 sep. 2009

Serie de la publicación

NombreCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games

Conferencia

ConferenciaCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
País/TerritorioItalia
CiudadMilano
Período7/09/0910/09/09

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