Abstract
In Go and Hex, we examine the effect of a blunder — here, a random move — at various stages of a game. For each fixed move number, we run a self-play tournament to determine the expected blunder cost at that point.
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
References
Arneson, B., Hayward, R.B., Henderson, P.: MoHex Wins Hex Tournament. ICGA 32(2), 114–116 (2009)
Arneson, B., Hayward, R.B., Henderson, P.: MoHex Wins Hex Tournament. ICGA 33(2), 181–186 (2010)
Arneson, B., Hayward, R.B., Henderson, P.: Monte Carlo Tree Search in Hex. IEEE Transactions on Computational Intelligence and AI in Games. Special issue on Monte Carlo Techniques and Computer Go 2(4), 251–257 (2010), www.cs.ualberta.ca/~hayward/publications.html
Arneson, B., Hayward, R.B., Henderson, P.: Solving Hex: Beyond Humans. In: van den Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2010. LNCS, vol. 6515, pp. 1–10. Springer, Heidelberg (2011), www.cs.ualberta.ca/~hayward/publications.html
Arneson, B., Henderson, P., Hayward, R.B.: Benzene (2009-2011), http://benzene.sourceforge.net/
Browne, C.: Connection Games: Variations on a Theme. A.K. Peters, Wellesley, Massachusetts (2005)
University of Electro-Communications, J.: The Fourth Computer Go UEC Cup (2010), http://jsb.cs.uec.ac.jp/~igo/past/2010/eng/
Enzenberger, M., Müller, M., Arneson, B., Segal, R.: Fuego – an Open-Source Framework for Board Games and Go Engine based on Monte Carlo Tree Search. IEEE Transactions on Computational Intelligence and AI in Games. Special issue on Monte Carlo Techniques and Computer Go 2(4), 259–270 (2010)
Harper, D.: Online Etymology Dictionary (2001-2011), http://www.etymonline.com/
Haworth, G.M.: Reference fallible endgame play. ICGA 26(2), 81–91 (2003)
Hayward, R., van Rijswijck, J.: Hex and Combinatorics. Discrete Mathematics 306, 2515–2528 (2006)
Hayward, R.B., Björnsson, Y., Johanson, M., Kan, M., Po, N., van Rijswijck, J.: Solving 7×7 Hex: Virtual Connections and Game-state Reduction. In: van den Herik, H.J., Iida, H., Heinz, E.A. (eds.) Advances in Computer Games. IFIP, vol. 263, pp. 261–278. Kluwer Academic Publishers, Boston (2003)
Hein, P.: Vil de laere Polygon? Politiken, December 26 (1942)
Henderson, P., Arneson, B., Hayward, R.B.: Solving 8×8 Hex. In: Proc. IJCAI, pp. 505–510 (2009)
International Computer Games Association: ICGA Tournaments (2011), http://www.grappa.univ-lille3.fr/icga/
Kroeker, K.L.: A New Benchmark for Artificial Intelligence. Communications of the ACM 54(8), 13–15 (2011)
Müller, M., Enzenberger, M., Arneson, B.: Fuego (2008-2011), http://fuego.sourceforge.net/
Nash, J.: Some games and machines for playing them. Tech. Rep. D-1164, RAND (February 1952)
Nau, D.S.: An investigation of the causes of pathology in games. Artificial Intelligence 19(3), 257–278 (1982)
Regan, K.W., Haworth, G.M.: Intrinsic chess rating. In: AAAI 2011: 25th AAAI Conf. on AI, pp. 834–839 (2011)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Brausen, H., Hayward, R.B., Müller, M., Qadir, A., Spies, D. (2012). Blunder Cost in Go and Hex. In: van den Herik, H.J., Plaat, A. (eds) Advances in Computer Games. ACG 2011. Lecture Notes in Computer Science, vol 7168. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31866-5_19
Download citation
DOI: https://doi.org/10.1007/978-3-642-31866-5_19
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-31865-8
Online ISBN: 978-3-642-31866-5
eBook Packages: Computer ScienceComputer Science (R0)