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A Cellular Automaton for Blocking Queen Games

机译:阻止女王游戏的元胞自动机

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摘要

We show that the winning positions of a certain type of two-player game form interesting patterns which often defy analysis, yet can be computed by a cellular automaton. The game, known as Blocking Wythoff Nim, consists of moving a queen as in chess, but always towards (0,0), and it may not be moved to any of k - 1 temporarily "blocked" positions specified on the previous turn by the other player. The game ends when a player wins by blocking all possible moves of the other player. The value of k is a parameter that defines the game, and the pattern of winning positions can be very sensitive to k. As k becomes large, parts of the pattern of winning positions converge to recurring chaotic patterns that are independent of k. The patterns for large k display an unprecedented amount of self-organization at many scales, and here we attempt to describe the self-organized structure that appears.
机译:我们表明,某种类型的两人游戏的获胜位置形成了有趣的模式,这些模式通常无法进行分析,但可以通过元胞自动机来计算。该游戏被称为Blocking Wythoff Nim,包括像在国际象棋中一样移动女王,但始终朝(0,0)方向移动,并且可能不会移动到前一回合中指定的k-1个临时“被阻止”位置中的任何一个,另一个玩家。当一名玩家通过阻止另一名玩家的所有可能举动获胜时,游戏结束。 k的值是定义游戏的参数,获胜位置的模式可能对k非常敏感。随着k变大,获胜位置模式的某些部分会收敛到独立于k的重复混沌模式。大k的模式在许多尺度上都显示出前所未有的自组织量,在这里我们尝试描述出现的自组织结构。

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