毕业设计网络五子棋的外文翻译

合集下载
  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

Renju is a very old two-player board game with subtle tactics and strategies. It comes from Japan and is a professional variant of Go-Moku. In many countries, such as China, Estonia, Japan, Latvia, Russia, and Sweden, Renju is played on a high level of performance.

Compared to Renju, the game of Go-Moku, mainly played in China and Japan, has rather

simple rules. Go-Moku was solved by Allis in 1992. He proved that it is a won game for the

player to move first. In this note we claim that Renju is a first-player win too. We describe

our research approach and how we arrived at this game-theoretical value.

1. INTRODUCTION

In 1992 Allis solved the game of Go-Moku by means of the computer program VICTORIA (Allis, Van den Herik, and Huntjes, 1993; Allis, 1994). The main techniques applied were proof-number search (Allis, Van der Meulen, and Van den Herik, 1994) and threat-space search (Allis, Van den Herik, and Huntjes, 1995). Since the advantage for the first player was well-known (Sakata and Ikawa, 1981), many variants of Go-Moku were developed so as to reduce the advantage of the first player, attempting to create a balanced game. Already around 1900 Japanese professional players improved the simple rules of Go-Moku by introducing that the first player (Black) is prohibited from making a double three, a double four, and an overline.After that the Renju board was diminished from 1919 (Go board size) to 1515 when it was discovered that the larger board size increases Black!s advantage. These improvements were to restrict Black!s moves so as to offset his initial advantage. In 1936 ¤when the Japanese Federation of Renju was founded ¤the rules of Renju were fully accomplished. Professional players believed that the new rules would result in a more evenly-balanced game.

When the Renju players became stronger they found that the above-mentioned advanced new rules still gave great advantage to Black. Some Japanese players even showed a black

victory in two frequently-played opening patterns (cf. Sakata and Ikawa, 1981), but their solution was incomplete because some good white moves were not analysed and later on even mistakes were found in it. In the Sakata!s book ¤Figures 31 and 32 facing page 77 ¤japanese authors suggested an strong 15 th move (A, see Figure 1). After move A, if the White's reply was move B (16 th move), the Black victory will be become very complicated, but not fully analysed

by pro players. White's defence move C (16 th move) is not mentioned in this book, after this White's response we were not able to find the Black victory in some weeks. So move A was rejected (and considered to be not good move) and we chose another 15 move (D), which turn out a success. Another problem was, that there are 35 distinct second white moves possible, but only two main variations (adjacent to Black!s first move) were exhaustively analysed in that book. In Japan professional Renju players continued to study Renju in detail. Sakata and Ikawa (1981) published their analysis in 32 pages. We have exploited the analysis for our work and found other mistakes and lacunae (see also Allis, 1994). Nevertheless, the Japanese prediction is now confirmed, extended and corrected by our computer program which established Renju!s

game-theoretical value. Our project was to carry out a complete proof about the game of Renju by a computer program and to create a database of the solved game tree.

相关文档
最新文档