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Title: Games solved:Now and in the future


1
Games solvedNow and in the future
  • H.jaap van den Herik, Jos W.H.M. Uiterwijk, Jack
    van Rijswijck
  • Summarized by Seung-joon Yi

2
Introduction
  • The domain of strategic games
  • To witness the intelligence of computers
  • To establish the game-theoretic value of a game,
    i.e., the outcome when all participants play
    optimally.

3
Conventions
  • Two-person zero-sum games with perfect
    information.
  • Connection games
  • Mancala games
  • Endgame problems of chess-like games
  • A subclass of other games.
  • At least three different definitions of a
    solution can be used.
  • Ultra-weakly solved
  • game-theoretic value of the initial position has
    been determined
  • Weakly solved
  • For the initial position a strategy has been
    determined to achieve the game-theoretic value
    against any opposition.
  • Strongly solved
  • Such a strategy has been determined for all legal
    positions.

4
Classification by complexity
  • Connect-four,Qubic,Nine mens morris, Go-moku is
    now solved.
  • We can say that the predictions were rather
    accurate.

5
Classification by complexity
  • State-space complexity
  • No. of legal game positions reachable from the
    initial position of the game.
  • Game-tree complexity
  • No. of leaf nodes in the solution search tree of
    the initial position of the game.
  • Categoy-1 is most suitible to being solved.
  • Solving category-2 games is dependent on the
    computer power.
  • Solving category-3 games is dependent on the
    development of new AI techniques.
  • Solving category-4 games is practically
    impossible.

6
Questions
  • Can perfect knowledge obtained from solved games
    be translated into rules and strategies which
    human beings can assimilate?
  • Are such rules generic, or do they constitute a
    multitude of ad hoc recipes?
  • Can methods be transferred between games? More
    specifically, are there generic methods for all
    category-n games, or is each game in a specific
    category a law unto itself?

7
Methods developed for solving games
  • Brute-force methods
  • Retrograde analysis
  • For each position of some specific game or
    endgame the number of moves towards the best
    reachable goal is stored.
  • Database is constructed by starting in terminal
    positions and then working backwards.
  • Does not guarantee the best performance in a
    position which is game-theoretically drawn or
    lost.
  • Enhanced transposition-table methods
  • The traditional transposition table used in
    game-playing programs normally exploit the DEEP
    replacement scheme, i.e., when two different
    positions compete for the same entry in the
    table, the old position is overwritten by the
    newer one provided that the latter is searched at
    least as deep as the former.
  • Research on this and other replacement schemes
    showed that two-level replacement schemes are
    often more appropriate.

8
Methods developed for solving games
  • Knowledge-based methods
  • Provides an appropriate move ordering or
    selection in the search trees.
  • Threat-space search and ?-search
  • Investigates whether by a sequence of threats, to
    which the opponent at any time has only a limited
    set of replies, a win can be forced.
  • Proof-number search
  • Depth-first proof-number search
  • Pattern search

9
Classification by game type
  • Convergence
  • We consider a game to be convergent when the size
    of the state space decreases as the game
    prograsses.
  • If the size of the state increases, the game is
    said to be divergent.
  • Informally, convergent games start with many
    pieces on the board and pieces are gradually
    removed during the course of the game, while
    divergent games start with an empty or almost
    empty board and pieces are added during the game.

10
Convergent games
  • Unlike divergent games, convergent games by their
    definition allow for the construction of endgame
    databases.
  • These databases are a powerful tool for solving
    the games by retrograde analysis, starting at the
    goal states and working backward.
  • Nine mens morris
  • Mancala family of games
  • Checkers and Chess endgames

11
Nine mens morris
  • Gasser solved the game in 1995
  • Total number of states7,673,759,269.
  • He built all 28 w-b middle-game and endgame
    databases, and an 18-ply search from the start
    position using the DB was performed.
  • After exloiting the DB, it was estabilished that
    the game-theoretic value of the game is a draw.
  • Rules
  • Opening phase
  • Middle game phase
  • Endgame phase

12
Mancala games
  • All use a playing board with a number of holes,
    called pits.
  • The pits are distributed over 2 or more rowsin
    addition there are 0,1,2 large holes, called
    stores.
  • Usually starts with an equal number of stones in
    each pit, and with no stone in the stores.
  • A turn consists of
  • Taking all stones out of a pit
  • Distributing them one after another over the
    subsequent pits.
  • Hundreads of mancala games
  • Awari
  • Kalah
  • Dakon

13
Awari
  • At present, database for up to 38 stones are
    calculated and the 39-stone DB is under
    construction.
  • 36-stone DB shows that Awari with 3 stones per
    pit in the initial position is a draw.
  • Few more years at most is expected to solve the
    awari weakly.

14
Kalah
  • Kalah(m,n), m being the number of pits per side
    and n the number of stones per pit, is weakly
    solved up to (6,5) using a combination of endgame
    databases and search.
  • Standard game, Kalah(6,4), is a first-player win.

15
Dakon
  • Winning opening
  • If the starting player captures n(2n-1) stones,
    the game is over in a single move.
  • Winning opening for Dakon-8 was found by hand
  • Except for Dakon-3, many winning openings was
    found for n up to 18. Thus these games are weakly
    solved.

16
Checkers
  • CHINOOK officially became the first man-machine
    world champion in any game in 1994.
  • Next goalweakly solving the game of checkers for
    all 144 valid three-move opening sequences played
    in tournaments.
  • Endgame databasesthe program has perfect
    information about all positions involving eight
    or fewer pieces on the board, a total of
    443,748,401,247 positions, compressed into 6GB.
  • Middlegame databasesWhenever the programe is
    able to determine the game-theoretic value of a
    position during a game, the position is added to
    the middle-game database. In practice, position
    with as many as 22 pieces on the board have been
    solved.
  • Verification of opening analysisstarting with
    published lines of play for each opening, deep
    searches are used to try and solve positions as
    close to the start of the game as possible. These
    solved positions are added to the middle-game
    database.
  • CHINOOK proved the 100 year position for less
    than a second.

17
Chess endgames
  • Endgames play a most prominent role in chess.
  • Thompson built all important 5-piece endgames and
    made them accessible to the public.
  • However it is unlikely that important endgames
    with more than 6 (non-blocked) pieces will be
    built in near future.

18
Summary-convergent games
  • Nine mens Morris, the mancala games, and
    endgames in checkers and chess all belong to
    category 2.
  • Endgame databases combined with search algorithm
    have been successful in attacking these games.
  • Nine mens morris has been solved, as well as the
    smaller versions of Kalah and Dakon.
  • Increasing computing power and storage capacity
    are expected to be instrumental in solving Awari
    within a few years, and Checkers within a
    decade.
  • Full game of chess belongs to category 4.

19
Divergent games
  • Divergent games are immune to the
    retrograde-analysis methods that were prevalent
    in section 2.
  • Connection games
  • Polymino games
  • The games of Othello, Shogi, and Go.

20
Connection games
  • Connect-four
  • Weakly solved by allen using a brute-force
    approach, and by Allis using a knowledge-based
    approach.
  • First-player win.
  • Qubic
  • Weakly solved in 1980, combining depth-first
    search and expert knowledge for ordering the
    moves.
  • First-player win.
  • Go-moku
  • Allis estibalished that the game-theoretic value
    is a first-player win, using combination of
    threat-space search, proof-number search and
    database construction.

21
Connection games
  • Renju
  • Weakly solved as first-player win by Wagner and
    Virag in 2000, using transposition tables and
    threat-sequence search, and expert knowledge for
    no-threat moves.
  • General k-in-a-row games
  • K-in-a row in m by n boards
  • Many game-theoretic values of many mnk-games have
    been published, based on using knowledge-based
    rules.

22
Polymino games
  • Pentomino
  • Two-player version has been weakly solved using a
    straightforward search program based on
    opening-move suggestions by the user.
  • Domineering
  • Many weakly-solved instances.

23
Othello and Shogi
  • Othello
  • Buros LOGISTELLO playes stronger than the human
    World Champion.
  • 6 by 6 game is weakly solved.
  • Shogi
  • Not convergent, unlike western and chinese chess.
  • Tsume-Shogi solving program SEO weakly solved a
    well-known problem with remarkable solution
    length of 1525 steps, setting a world record.

24
Go
  • 19 by 19 Go is much too complex to solve with the
    current means.
  • Localized endgame positions may be subject to
    exhaustivie analysis.
  • Largest square board solved is 4 by 4, a
    first-player win.

25
Summary-nonconvergent games
  • Connect-Four and Qubic belong to category 1
  • Category 1 games are solved by both approaches.
  • Go-moku, Renju,mnk-games to category 3.
  • Category 3 games are solved by a combination of
    expert knowledge, threat-space search,
    threat-sequence search, proof-number search.
  • The polyomino games, Othello, and Go on small
    boards belong to category 2.
  • Category 2 games are solved by brute-force
    methods.
  • Instances on larger boards will typicaly belong
    to category 4.

26
Game characteristics detemining solverbility
  • Conclusion
  • Low state-space complexity is more important than
    a low game-tree complexity as a determining
    factor in solving games.
  • State-space complexity provides a bound on the
    complexity of games solvable by complete
    enumeration.
  • The game-tree complexities form a real challenge
    for intelligent search methods.
  • Brute-force versus Knowledge-based methods
  • Games with relatively low state-space complexity
    have mainly been solved with brute-force emthods.
  • Games with a relatively low game-tree complexity
    have mainly been solved with knowledge-based
    methods.
  • Games with a relatively low complexity in both
    measure have been solved by both methods.

27
Conclusion
  • The use of retrograde analysis in building DB has
    had the greatest impact on solving (end)games or
    almost-solving games.
  • The knowledge-based methods mostly inform us the
    structure of the games.
  • Questions revisited
  • Can perfect knowledge obtained from solved games
    be translated into rules and strategies which
    human beings can assimilate?
  • The most difficult solved (end)games are still a
    mystery for human experts.
  • The best we can hope for is that perfect
    knowledge is translated into a correct strategy.
  • Are such rules generic, or do they constitute a
    multitude of ad hoc recipes?
  • In fact, the database itself is a long list of ad
    hoc recipes.
  • Hence,the research question is how to combine
    them into tractable cluster of analogue positions
    and then to formulate a human-understandable
    rule.
  • Can methods be transferred between games?
  • Data mining attempt
  • Understanding many intricacies of a game is a
    prerequisite to applying one of the proven
    methods out of the data-mining areas succesfully.
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