Solving Cram using Combinatorial Game Theory

Autor: Uiterwijk, JWHM, Cazenave, Tristan, van den Herik, Jaap, Saffidine, Abdallah, Wu, I-Chen
Přispěvatelé: DKE Scientific staff, RS: FSE DACS NSO
Jazyk: angličtina
Rok vydání: 2020
Předmět:
Zdroj: Advances in Computer Games: 16th International Conference, ACG 2019, 91-105
ISSUE=1;STARTPAGE=91;ENDPAGE=105;TITLE=Advances in Computer Games
Lecture Notes in Computer Science ISBN: 9783030658823
ACG
ISSN: 0302-9743
DOI: 10.1007/978-3-030-65883-0_8
Popis: In this paper we investigate the board game Cram, which isan impartial combinatorial game, using an alpha-beta solver. Since Cram is anotoriously hard game in the sense that it is difficult to obtain reliableand useful domain knowledge to use in the search process, we decided torely on knowledge obtained from Combinatorial Game Theory (CGT).The first and most effective addition to our solver is to incorporateendgame databases prefilled with CGT values (nimbers) for all positionsfitting on boards with at most 30 squares. This together with twoefficient move-ordering heuristics aiming at early splitting positions intofragments fitting in the available databases gives a large improvement ofsolving power. Next we define five more heuristics based on CGT thatcan be used to further reduce the sizes of the search trees considerably.In the final version of our program we were able to solve all odd x oddCram boards for which results were available from the literature (evenx even and odd x even boards are trivially solved). Investigating newboards led to solving two boards not solved before, namely the 3 x 21board, a first-player win, and the 5 x 11 board, a second-player win.
Databáze: OpenAIRE