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Modeling the game of Arimaa with Linguistic Geometry

机译:用语言几何建模Arimaa游戏

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A computer defeated a chess world champion for the first time in 1997. This event inspired Omar Syed to develop the game of Arimaa. He intended to make it difficult to solve under present search approaches. Linguistic Geometry is a technique that offers a formal method based on the expertise of human chess masters, to make the development of complex heuristics easier. This article introduces a Linguistic Geometry based model for the game of Arimaa. It gives implementation for each of the essential components of Linguistic Geometry: trajectories, zones, translations and searches. A test case is given and it is used as input for a software implementation of the proposed model. The results given by the software are compared against the analysis made by a human player.
机译:一台电脑于1997年首次击败了国际象棋世界冠军。此活动启发了奥马尔开发了Arimaa的比赛。他打算在目前的搜索方法中难以解决。语言几何形状是一种基于人类国际象棋大师专业知识的形式方法,使复杂启发式的发展更容易。本文介绍了一个基于语言的基于几何学的Arimaa游戏模型。它为语言几何的每个基本组件提供了实现:轨迹,区域,翻译和搜索。给出了一个测试用例,它用作所提出的模型的软件实现的输入。将软件给出的结果与人类玩家进行的分析进行比较。

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