DocumentCode
1872735
Title
Modeling the game of Arimaa with Linguistic Geometry
Author
Vega, José Roberto Mercado ; Königsberg, Zvi Retchkiman
Author_Institution
CIC, Inst. Politec. Nac., Mexico
fYear
2009
fDate
7-10 Sept. 2009
Firstpage
379
Lastpage
386
Abstract
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.
Keywords
computational geometry; games of skill; Arimaa game; chess world champion; formal method; human chess masters; linguistic geometry; Algorithm design and analysis; Computational geometry; Gold; Heuristic algorithms; Humans; Minimax techniques; Silver; Software testing; Solid modeling; Thumb;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
Conference_Location
Milano
Print_ISBN
978-1-4244-4814-2
Electronic_ISBN
978-1-4244-4815-9
Type
conf
DOI
10.1109/CIG.2009.5286450
Filename
5286450
Link To Document