• 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