Games solved: Now and in the future

  title={Games solved: Now and in the future},
  author={H. Jaap van den Herik and Jos Uiterwijk and Jack van Rijswijck},
  journal={Artif. Intell.},
Solving games: Dependence of applicable solving procedures
Paranoid Proof-Number Search
This work proposes and introduces and examines an algorithm, called Paranoid Proof-Number Search (PPNS), for solving multi-player games under the paranoid condition, and shows that for Rolit PPNS is taking advantage of the non-uniformity of the game tree.
Solving Games and All That
This work presents a formal framework to represent best-first search algorithms, and proposes an extension of this technique for stacked-matrix games, a generalization of zero-sum perfect information two-player games that allows simultaneous moves.
Computing Games: Bridging the Gap Between Search and Entertainment
The probability-based proof number search (PPNS) and single conspiracy number (SCN) were used as the domain-independent indicators to analyze how uncertainty affects various game elements and demonstrate the link between the search indicators and the measure of entertainment where uncertainty plays a vital role in both contexts.
Monte-Carlo Search Techniques in the Modern Board Game Thurn and Taxis
This thesis investigates the effectiveness of Monte-Carlo Tree Search when applied to a modern board game, for which the board game Thurn and Taxis was used, and can conclude that Monte- Carlo Tree Search gives a slight performance increase over standard Monte- carlo search.
Ph D in Computer Games and Artificial Intelligence
The first aim of the PhD thesis is to explore Machine Learning techniques (ML) such as Evolutionary Computation (EC) or Reinforcement Learning (RL) using high complexity games as testbeds and to build strong game playing programs in using ML techniques.
Solving Strong and Weak 4-in-a-Row
  • J. Uiterwijk
  • Mathematics
    2019 IEEE Conference on Games (CoG)
  • 2019
The monotonicity property of winning positional games, widely believed to hold for rectangular boards, is not true, at least not for arbitrary positions on a rectangular board, and it is shown that the 5×6 board indeed is a monotone win.
An Intelligent Artificial Player for the Game of Risk
The results of this work imply the presumption that dynamic, player-defined high-level goals in combination with temporal difference learning may yield a very strong artificial player.
A method to construct knowledge table-base in k-in-a-row games
It is found it is a good method to decrease the complexity of the k-in-a-row games by using Connection to represent the states of the game position, and a precise classification criterion for Connection, as well as a precise classified for the intersections is given.


On numbers and games
  • R. Guy
  • Mathematics
    Proceedings of the IEEE
  • 1978
The motivation for ONAG may have been, and perhaps was-and I would like to think that it was-the attempt to bridge the theory gap between nim-like and chess-like games.
Solving 8×8 Domineering
The Economist's View of Combinatorial Games
We introduce two equivalent methodologies for defining and computing a position’s mean (value of playing Black rather than White) and temperature (value of next move). Both methodologies apply in
The games computers (and people) play
Using knowledge about the opponent in game-tree search
This thesis investigates factors contributing to error both in the structure of game domains and in properties of the opponent's search strategy, and derives several interesting properties of random games, including difficulty-related characteristics.
Abstract Proof Search
A safe method to select the interesting moves using game definition functions, which has multiple advantages over basic alphabeta search: it solves more problems, the answers it finds are always correct, it solves problems faster and with less nodes, and it is more simple to program than usual heuristic methods.
Lambda-Search in Game Trees - with Application to Go
This paper proposes a new method for searching two-valued (binary) game trees in games like chess or Go. Lambda-search uses null-moves together with different orders of threat-sequences (so-called
Pentominoes: a First Player Win
A search-based computer proof that the game of pentominoes is a first-player win is reported on, with dramatically different effects on the running time of the search.
The Quad Heuristic in Lines of Action
It is shown that an evaluation function using the quad heuristic outperforms evaluation functions based on the centre-of-mass approach and on (partial) blocking, and it turns out that a quiescence search, which only looks at capturing moves that destroy or create connections, is quite effective when using the Quad heuristic.