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| Tags: 2007, april, checkers, guy, macon, solved, weakly |
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Content-Transfer-Encoding: 8Bit help bot wrote: I'm not sure why it is that so many people are having difficulties in reading and understanding these articles; to me, the use of "solved" to mean only partly solved was not a big problem, though I think it was a very poor choice of words. I don't believe that they arrived at a partial solution. I believe that they solved checkers. These guys seem to have figured out the equivalent of our very own endgame tablebases, for positions with ten or fewer checkers on the board. Not a big deal when you consider that each game starts with over twice that many on. To solve a game, you do NOT have to extend your tablebase to the starting position. You can extend the tablebase back and the opening book forward until they meet. Here are the facts: Checkers (English draughts / American checkers rules) was weakly solved (see definitions below) on April 29, 2007. The solution will be published in an upcoming edition of _Science_ magazine. Checkers solved: [ http://www.cs.ualberta.ca/~chinook/ ] [ http://chinook.cs.ualberta.ca/users/chinook/index.html ] [ http://www.cs.ualberta.ca/~chinook/p..._checkers.html ] [ http://www.nature.com/news/2007/0707...070716-13.html ] [ http://games.slashdot.org/article.pl.../07/19/1952211 ] Here are some definitions: "Ultra-strongly solved" or means that there is an algorithm which leads to a win for one player or a draw or a game that goes on forever, against any possible moves by the opponent, starting from any position, even ones that cannot be reached from the initial position. "Strongly solved" or "completely solved" means that there is an algorithm which leads to a win for one player or a draw or a game that goes on forever, against any possible moves by the opponent, starting from any position that can be reached from the initial position, even if one or both players has already made one or more mistakes. "Weakly solved" means that there is an algorithm which leads to a win for one player or a draw or a game that goes on forever, against any possible moves by the opponent, starting from the initial position only. "Ultra-weakly solved" means that it has been proven whether the first player will win, lose, draw or play on forever, against any possible moves by the opponent, starting from the initial position only, but there is no algorithm telling us how to do it. Typical proofs of this class are strategy stealing arguments -- proving that if player two has a winning strategy player one can always steal it. For example, change chess to allow white to "pass" (make no move) or to swap colors as his first move and chess is ultra-weakly solved: If there is a forced or win for white, the first player plays it. If there is a forced win for black, the first player passes or swaps colors. Thus we know that the first player can always draw or win, but we don't know how. When the word "solved" is used without a qualifier, the default assumption is "weakly solved" Here is a link to GAMESMAN, a system developed for solving, playing and analyzing two-person, abstract strategy games such as Tic-Tac-Toe and Chess. Given the description of a game as input, and sufficient resources/time, it claims to generate a graphical application that will solve it (in the strong sense), and then play it perfectly. (No promises that "sufficient resources/time" is smaller than the number of atoms in the universe or shorter than the age of the universe, though!) [ http://gamescrafters.berkeley.edu/ ] Here is a list of solved games, including Awari, Chess on 3x3 board, Chess with 6 or fewer men, Checkers, Chomp, Connect Four, Dakon, Fanorona, Free Gomoku Hex, Go for board sizes up to 5×5. Kalah, L Game, Magic Fingers, Maharajah and the Sepoys, mnk-games, Nine Men's Morris, Pentominoes, Quarto, Qubic, Reversi/Othello for board sizes up to 6×6, Free Renju, Teeko, Three Men's Morris, and Tic-tac-toe. [ http://en.wikipedia.org/wiki/Solved_game ] -- Guy Macon http://www.guymacon.com/ |
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