TABLE OF
CONTENTS
Table of Contents................................................................................................................................................................ 201
Turin Has Them All (H.J. van den Herik) ........................................................................................................................ 201
New Results in Deep-Search
Behaviour (J.R. Steenhuisen)......................................................................................... 203
Pool Physics Simulation by
Event Prediction 1: Motion Transitions (W. Leckie and
M. Greenspan)................... 214
The Sacrifice Move (J-C. Yan, S-C.
Hsu, and H.J. van den Herik) .............................................................................. 223
Notes: 235
Connect6
(I-C. Wu, D-Y. Huang, and H-C. Chang)........................................................................................ 235
Chess-Endgame News (G.McC.
Information for
Contributors.............................................................................................................................................. 244
News,
Information, Tournaments, and Reports:............................................................................................................. 245
The 9th Annual World
Computer-Bridge Championship (A. Levy) ............................................................ 245
The 15th
International
The 25th Open Dutch
Computer-Chess Championship (Th. van der Storm) .............................................. 253
The 2nd
The 10th
Game-Programming Workshop in Japan 2005 (T. Hashimoto)...................................................... 256
Mastering the Game: A History of
Computer Chess at
Machine Learning for Commercial
Game AI (P. Spronck) ............................................................................. 258
Computer Games in an Olympic City
(H.H.C.M. Donkers)............................................................................ 259
Calendar of Computer-Games
Events in 2006.................................................................................................. 260
The ICGA Activities in
The ICGA Journal Referees of
2005 (The Editorial Board) ........................................................................... 261
The Swedish Rating List (T. Karlsson)............................................................................................................. 262
Correspondence: ................................................................................................................................................................. 263
Pawn
Odds Shootouts (L. Kaufman) ............................................................................................................... 263
Make Sure the ICGA Journal Reaches You..................................................................................................................... 264
In the past we saw the Olympic
Games in
In some sense, two wishes are
fulfilled. First, the Chess Olympiad and the Computer Olympiad have never been
mentioned in one organizational schedule with the Olympic Games. A few years
ago, chess was introduced at the Olympic Games as a potential newcomer. Two
demonstration matches were played, but nothing has been heard of this
initiative since then. So, chess has not become an official sport within the
framework of the Olympic Games.
Second, although FIDE and ICGA
have an agreement of mutual support, so far they never succeeded in organizing
a common Olympiad or World Championship. In 2006, this is also not the case,
but we are close now. Computer programmers and chess players will be in the
same hall (the Oval) and will have the opportunity to enjoy each other’s playing
performances. It may evoke sympathy and respect from the two sides.
What do we expect from such an
exchange of interest? The ICGA might have thought to aim at opening
negotiations on participating in the Chess Olympiad with a computer team of
four programs. This has been a wish from the ICGA (in fact the ICCA) since the
1980s. In the 1978 FIDE meeting Professor Euwe, then
FIDE President, made a case for such participation. However, considering the
current playing strength of the top computers (recall Hydra defeating IGM Adams, and see the report of the 2nd
Bilbao Man vs. Machine Team Championship, pp. 254-255
of this issue) we may come up with a more adequate proposal. But what?
Times have changed considerably.
Nowadays computers have the upper hand when looking at chess playing strength.
We may serve the Grand Masters with deep calculations, supply them with new
ideas, and help them analyse a game for publication
in a chess column or on the Internet. The websites are multifaceted, but the
help of a strong playing machine can be fascinating.
A telling example of the use of a
website is the use by Connect6, a new game developed by I-C. Wu, D-Y. Huang,
and H-C. Chang (see pp. 235-243 of this issue). The authors report that their
program is connected to the online game system supported by ThinkNewIdea
Inc. Since the introduction of the game at the ACG11 conference in
Connect6 is not the only sign of
change we are witnessing at this moment. The ICGA is slowly broadening its
scope. Another remarkable newcomer is Pool. In
At the end of this Editorial, I
would like to recognize the organizers of the recent past who made this
development possible, those from
Finally, I would like to set the
spotlights on Paolo Ciancarini, the organizer of the
ICGA activities in
-
the 14th World Computer-Chess Championship
-
the 11th Computer Olympiad
-
the Computer and Games Conference 2006 (CG2006).
I hope to see you all in
Jaap van den Herik
NEW RESULTS IN DEEP-SEARCH BEHAVIOUR
J. Renze
Steenhuisen1
Delft, The Netherlands
ABSTRACT
This
article is a follow-up on previous work on deep-search behaviour
of chess programs. The
program
CRAFTY was used to repeat the go-deep
experiment on positions taken from previous experiments
to
push the search horizon to 20 plies. The same experimental setup was used to
search,
among
others, a set of 4,500 positions, from the opening phase, to a depth of 18 plies.
Our results
showed
that the chance of new best moves being discovered decreases exponentially when
searching
to
higher depths, and decreases faster for positions closer to the end of the
game. This contribution
brings
the understanding of deep-search behaviour and the
prediction of performance a step further
to
completion.
POOL PHYSICS SIMULATION BY EVENT PREDICTION 1:
MOTION TRANSITIONS
Will
Leckie and Michael Greenspan1
ABSTRACT
A
method to simulate the physics of the game of pool is presented. The method is
based upon a
parametrisation of ball motion which allows the time of
occurrence of events, such as collisions and
transitions
between motion states, to be solved analytically. The method is both accurate,
returning
exact
analytical solutions for both time and space parameters, and efficient,
requiring no iterative
numerical
methods. It is suitable for use within a game-tree search, which requires a
great many
potential
shots to be modelled efficiently, and within a robotic
pool system, which requires high
accuracy
in predicting shot outcomes.
THE SACRIFICE MOVE
Jeng-Chi Yan[1], Shun-Chin Hsu[2],
and H.J. van den Herik[3]
Abstract
Computer
Go has been a noticeable subject in the field of artificial intelligence. Go
has simple rules, but can create enormous unpredictable results. It is
difficult to epitomize the results into principles, because there are many
exceptions. If a computer-Go designer has not a highly ranked competence of playing
Go, he[4]
will suggest poor principles and make algorithms with many flaws. In the design
of a computer-Go program, block-capturing search plays an important role. This
article explores one kind of move called the sacrifice move, which usually
occurs in a block-capturing search. A sacrifice move means that when we want to
attack an opponent’s block and play a squeezing-liberty move, the opponent will
capture this move at once. When the sacrifice condition occurs, we usually have
to be alert and counteract. But sometimes the sacrifice move (i.e., permitting
the opponent to capture the stone just played) is a good and smart move. It is
very important to differentiate between the existing sacrifice moves. There are
two conditions which correctly and rapidly may guide us in order to achieve a
better performance in block-capturing search. They will be explored and
analyzed carefully in this article.
CONNECT6
I-Chen Wu1, Dei-Yen Huang1, and Hsiu-Chen Chang1
ABSTRACT
This note introduces the game Connect6, a member of the
family of the k-in-a-row games,
and investigates some related issues. We analyze the
fairness of Connect6 and show that
Connect6 is potentially fair. Then we describe other
characteristics of Connect6, e.g., the high
game-tree and state-space complexities. Thereafter we present
some threat-based winning
strategies for Connect6 players or programs. Finally,
the note describes the current
developments of Connect6 and lists five new challenges.
[1]
Department of Information
Management, the Overseas Chinese
[2]
Department of Information
Management,
[3] IKAT,
Universiteit Maastricht, PO Box 616, 6200 MD Maastricht, The Netherlands. Email: herik@cs.unimaas.nl.
[4] For brevity we will use the pronoun he (his) where he or she (his or her) is meant.