用语言几何建模Arimaa游戏

Jose Vega, Zvi Retchkiman Königsberg
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引用次数: 3

摘要

1997年,计算机首次击败了国际象棋世界冠军。这一事件启发了奥马尔·赛义德开发Arimaa游戏。他想让这个问题在目前的搜索方法下难以解决。语言几何是一种技术,它提供了一种基于人类国际象棋大师的专业知识的形式化方法,使复杂的启发式的开发更容易。本文介绍了一种基于语言几何的Arimaa游戏模型。它为语言几何的每个基本组成部分提供了实现:轨迹、区域、翻译和搜索。给出一个测试用例,并将其用作所建议模型的软件实现的输入。软件给出的结果与人类选手的分析结果进行比较。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modeling the game of Arimaa with Linguistic Geometry
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.
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