Searching for just a few words should be enough to get started. If you need to make more complex queries, use the tips below to guide you.
Purchase individual online access for 1 year to this journal.
Price: EUR 50.00Impact Factor 2024: 0.2
The ICGA Journal provides an international forum for computer games researchers presenting new results on ongoing work. The editors invite contributors to submit papers on all aspects of research related to computers and games. Relevant topics include, but are not limited to:
(1) the current state of game-playing programs for classic and modern board and card games
(2) the current state of virtual, casual and video games
(3) new theoretical developments in game-related research, and
(4) general scientific contributions produced by the study of games.
Authors: Huang, Kuo-Chan | Yeh, Jia-Jun | Huang, Wei-Chiao | Guo, Yan-Rong | Chen, Lung-Pin
Article Type: Research Article
Abstract: This paper presents our experimental studies on improving the speed of solving nonogram puzzles. Our approach is based on the algorithm developed by Wu et al. A puzzle solving program, named LalaFrogKK, implementing the algorithm has won several nonogram tournaments since 2011. The algorithm consists of three major parts: propagation based on line solving, fully probing, and backtracking. Fully probing, running before backtracking, contributes to solving a nonogram puzzle in two ways. The first is to paint more pixels after propagation. The second is testing each unpainted pixel for providing backtracking with more accurate guidance when choosing pixels to …guess. However, we found that different probing sequences can lead to significant differences in the numbers of painted pixels after fully probing. Therefore, in this paper, we investigate into the effects of different fully probing sequences, and propose several new fully probing mechanisms. Experimental results show that the new mechanisms can significantly outperform the original fully probing method. One of the new fully probing mechanisms achieves a speedup of more than two times in solving nonogram puzzles. Show more
Keywords: Nonogram, propagation, fully probing, backtracking
DOI: 10.3233/ICG-180069
Citation: ICGA Journal, vol. 40, no. 4, pp. 397-405, 2018
Authors: Neller, Todd W. | Luo, Ziqian
Article Type: Research Article
Abstract: We describe a means of mixed logical and probabilistic reasoning with knowledge in the popular game Clue. Using pseudo-Boolean constraints we call at-least constraints , we more efficiently represent cardinality constraints on Clue card deal knowledge, perform more general constraint satisfaction in order to determine places where cards provably are or are not, and then employ a WalkSAT-based solution sampling algorithm with a tabu search metaheuristic in order to estimate the probabilities of unknown card places. Finding a tradeoff between WalkSAT-heuristic efficiency in finding solution samples and the sampling bias such a heuristic introduces, we empirically study algorithmic variations in …order to learn how such sampling error may be reduced. Show more
Keywords: Clue, Cluedo, at-least constraints, cardinality constraints, extended clauses, sampling, logical reasoning, probabilistic reasoning, WalkSAT, tabu search
DOI: 10.3233/ICG-180063
Citation: ICGA Journal, vol. 40, no. 4, pp. 406-416, 2018
Authors: Brown, Joseph Alexander
Article Type: Research Article
Abstract: This monograph examines the game pitch document written by Condor, Inc. for Diablo , released in 1996 by Blizzard Entertainment, and places the game in the context of developments of Procedural Content Generation, marketing of Loot Boxes, and the impact of the collectible card game Magic: The Gathering on its development.
Keywords: Diablo, Magic: The Gathering, Procedural Content Generation
DOI: 10.3233/ICG-180066
Citation: ICGA Journal, vol. 40, no. 4, pp. 417-424, 2018
Authors: Uiterwijk, Jos W.H.M.
Article Type: Research Article
Abstract: In this paper we investigate the game of Cram, which is the impartial version of Domineering. We have built Cram endgame databases for all board sizes < 30 squares. We developed a program that fills the databases with their Combinatorial Game Theory (CGT) values. Since Cram is an impartial game, all CGT values for Cram positions are so-called nimbers, indicated by ∗ n . The nimber value of a position not only directly determines the game-theoretic value (first- or second-player win), but also provides an optimal playing strategy. When analyzing the resulting databases we observed the following …facts. Firstly we confirmed that the CGT values of all investigated empty boards are in agreement with results published in the literature. Since the value of an empty board depends completely on the values of many partially filled positions in the database, this is a strong indication that our process of filling the database with CGT values is correct. Secondly, although the series of values for 2 × n boards is completely regular, namely a value ∗ 0 for n being even and ∗ 1 for n being odd, this was not proven formally so far. We were able to provide such a proof. We also investigated the databases for their contents. So far we encountered nimber values up to ∗ 11 among single-fragment Cram positions. It appears that for a ∗ n value to occur a board size with ≈ 3 n squares is needed, some more for very tall boards (1 × n ), some less for wider boards (4 × n ). So far no single-fragment Cram positions were encountered with nimber values ⩾ ∗ 12 , although we show a construction of larger multi-fragment positions with nimber values from ∗ 12 up to ∗ 15 . In a preliminary experiment we incorporated the CGT endgame databases constructed into a simple alpha-beta solver for the game. Results revealed a large improvement in solving power. Show more
DOI: 10.3233/ICG-180064
Citation: ICGA Journal, vol. 40, no. 4, pp. 425-437, 2018
Authors: Chen, Yen-Chi | Yeh, Jia-Fong | Lin, Shun-Shii
Article Type: Research Article
Abstract: In this paper, we present the techniques, such as bitboard, iterative-deepening aspiration search algorithm, endgame tablebase, used in our Surakarta program Fuchou. A bijective function similar to Schadd’s is developed to map a Surakarta board position to a unique address of the endgame tablebase. The function is one-to-one and onto and can be computed very quickly using some techniques compared to conventional methods. We have implemented it on our Surakarta program FuChou. Experimental results show that we have gotten advantages of speedup as well as accuracy on the endgame boards.
Keywords: endgame tablebase, alpha-beta search, bitboard, iterative-deepening aspiration search, computer games, Surakarta
DOI: 10.3233/ICG-180071
Citation: ICGA Journal, vol. 40, no. 4, pp. 438-449, 2018
Authors: Ito, Takeshi
Article Type: Research Article
Abstract: In games with a large number of legal yet complicated moves like Shogi, the number of candidate moves that can be performed are considerably large especially for beginners; therefore, often, beginners encounter situations where they cannot select the next move to play. The hint function in the existing Shogi programs provides support by directly showing candidate moves. However, such direct hints may not only deprive the pleasure of playing the game intellectually, but also instigate players to avoid thinking about the next steps entirely. Therefore, a method to provide indirect hints is required, which retains the objective and fun of …the game. Thus, in this study, a method that presents the future position in the game, which is generated by self-play of Shogi AI, is proposed. In particular, the proposed system displays the next position, position after 5 steps, or position after 9 steps in advance using the Shogi AI. Then, the learning effect based on the evaluation experiment was analyzed and discussed. Show more
Keywords: Assistance dilemma, learning support system, future position, indirect instruction, computer Shogi
DOI: 10.3233/ICG-180068
Citation: ICGA Journal, vol. 40, no. 4, pp. 450-459, 2018
Authors: Chen, Chih-Hung | Wu, Wei-Lin | Chen, Yu-Heng | Lin, Shun-Shii
Article Type: Research Article
Abstract: The average reward problem in the traditional Monte-Carlo tree search algorithms troubles the sudden death games for a long time, because of the average reward criterion will reduce the probability of a deterministic result. But this does not bother the non-sudden death games, such as Go, which can focus only on higher win rates rather than higher scores. In this work, we propose the miniMax-Monte-Carlo tree search with depth rewards to Outer-Open Gomoku (a variant of Gomoku) to discover a forced win/lose without any human knowledge, evaluation function, or pre-training. And it can solve not only the average reward problem …but also the inaccurate win-rate problem in deep playout simulation in sudden death games. Finally, we propose a new integrated framework named BBQ (Big, Best, Quick win) MCTS for improving the performance of traditional MCTS. Show more
Keywords: Monte-Carlo tree search, miniMax search, depth rewards, sudden death games, Outer-Open Gomoku, Tic-Tac-Toe
DOI: 10.3233/ICG-180065
Citation: ICGA Journal, vol. 40, no. 4, pp. 460-470, 2018
Authors: Chen, Jr-Chang | Lin, Ting-Yu | Hsu, Tsan-Sheng
Article Type: Research Article
Abstract: The accurate measurement for opening positions in a game is an important issue in computer games. Evaluation functions used in game-playing programs are designed for the middlegame, and may not suitable for the opening phase. This paper proposes a method, named the number of effective moves , which is composed by a set of opening heuristics. It can be seen as an evaluation function for the opening. In addition, we implement a GUI tool based on an opening book to facilitate adjustments. The tool helps to discover new opening lines in practice and to assist move selection in the opening.
Keywords: The number of effective moves, evaluation functions, Chinese chess
DOI: 10.3233/ICG-180070
Citation: ICGA Journal, vol. 40, no. 4, pp. 471-478, 2018
IOS Press, Inc.
6751 Tepper Drive
Clifton, VA 20124
USA
Tel: +1 703 830 6300
Fax: +1 703 830 2300
sales@iospress.com
For editorial issues, like the status of your submitted paper or proposals, write to editorial@iospress.nl
IOS Press
Nieuwe Hemweg 6B
1013 BG Amsterdam
The Netherlands
Tel: +31 20 688 3355
Fax: +31 20 687 0091
info@iospress.nl
For editorial issues, permissions, book requests, submissions and proceedings, contact the Amsterdam office info@iospress.nl
Inspirees International (China Office)
Ciyunsi Beili 207(CapitaLand), Bld 1, 7-901
100025, Beijing
China
Free service line: 400 661 8717
Fax: +86 10 8446 7947
china@iospress.cn
For editorial issues, like the status of your submitted paper or proposals, write to editorial@iospress.nl
如果您在出版方面需要帮助或有任何建, 件至: editorial@iospress.nl