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A cellular automaton for blocking queen games

机译:阻止女王游戏的蜂窝自动机

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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 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. This paper extends a previous study (Cook et al. in Cellular automata and discrete complex systems, AUTOMATA 2015, Lecture Notes in Computer Science, vol 9099, pp 71-84, 2015), containing further analysis and new insights into the long term behaviour and structures generated by our blocking queen cellular automaton.
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。这款游戏被称为Blocking Wythoff Nim,包括像在国际象棋中一样移动一个女王,但始终朝(0,0)方向移动,并且它可能不会移动到另一位玩家在上一回合中指定的任何临时“被阻止”位置。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。本文扩展了先前的研究(Cook等人在细胞自动机和离散复杂系统中的应用,AUTOMATA 2015,计算机科学讲座,第9099卷,第71-84页,2015年),其中包含对长期行为的进一步分析和新见解和由我们的阻止女王细胞自动机生成的结构。

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