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 :
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