1 / 77

C onnect6 / 六子棋 A N ew C hallenging G ame and its Latest Developments 一種新的挑戰性遊戲及其最新發展

C onnect6 / 六子棋 A N ew C hallenging G ame and its Latest Developments 一種新的挑戰性遊戲及其最新發展. I-Chen Wu / 吳毅成 Department of Computer Science, National Chiao Tung University, Hsinchu, Taiwan 台灣新竹國立交通大學資訊工程系 October 28, 2008. 人腦戰電腦 紅面棋王敗北 ! (08/24/2007).

Download Presentation

C onnect6 / 六子棋 A N ew C hallenging G ame and its Latest Developments 一種新的挑戰性遊戲及其最新發展

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Connect6 / 六子棋A New Challenging Game and its Latest Developments一種新的挑戰性遊戲及其最新發展 I-Chen Wu / 吳毅成 Department of Computer Science, National Chiao Tung University, Hsinchu, Taiwan 台灣新竹國立交通大學資訊工程系 October 28, 2008

  2. 人腦戰電腦 紅面棋王敗北! (08/24/2007) 民視新聞(http://www.connect6.org/2007824L09M1.wmv )

  3. 個人資料 • 現職: • 國立交通大學資訊工程系教授 • 鈊象交大聯合研發中心主任 • 台灣六子棋協會理事長 • 學歷: • 台灣大學電機工程學系學士(1982) • 台灣大學資訊工程研究所碩士(1984) • Ph.D., Computer Science of Carnegie Mellon University (1993)

  4. 研究兩大主軸 • 網路遊戲 • 發展網路遊戲平台: • 研發高速的Java AWT系統[Wang and Wu 2007] • 研發P2P傳輸下載系統。 • 鈊象交大聯合研發中心:並有其他技術移轉! • 棋牌類人工智慧 • 發表新的棋種:六子棋 • 發展六子棋程式:交大六號(NCTU6) • 兩度獲得奧林匹亞競賽金牌 • 發展其他人工智慧程式:如電腦象棋、數獨驗證系統等。

  5. Outline • Introduction to Connect6 • Characteristics of Connect6. • Fairness of Connect6 (六子棋) • Compared with Gomoku (五子棋) or Renju (連珠棋). • Threat-based winning strategies for Connect6 players or programs. • Impact of Our Research • Report of some Tournaments • New challenges in the future.

  6. 三大特點 • 規則簡單 • 變化複雜 • 遊戲公平

  7. 規則簡單 • 黑先下1子 • 之後各下2子 • 連成6子者勝 一般化K子棋: • Connect(k,p,q) • 六子棋為:Connect(6,2,1)

  8. Generalized Connection Games • K-in-a-row (K子棋): Connect(m,n,k,p,q) • Rules in Chinese: • 有黑白兩玩家,黑先下q 子,之後輪流下 p 子。 • 誰最先在棋盤橫向、豎向、斜向形成連續的同色 k子者為勝。 • 棋盤大小是mxn。 • When m= & n=, also called Connect(k,p,q) • Example: • 井字遊戲:Connect(3,3,3,1,1) • 五子棋: Connect(15,15,5,1,1) • 六子棋: Connect(19,19,6,2,1) 或 Connect(59,59,6,2,1)

  9. 變化複雜 (Game Complexity) • 六子棋的複雜度非常高。可從目前常用的兩個複雜度標準來看。 • State-Space Complexity: (所有盤面狀態數) • 六子棋複雜度:10172 • 與圍棋複雜度相同 • Game-Tree Complexity: (遊戲樹展開的大小) • 圍棋複雜度: 10360 • 日本將棋複雜度: 10226 • 象棋複雜度: 10150 • 六子棋複雜度:( 10140~ 10188)象棋與日本將棋之間 • 最早估計一般走30步,則 (300*300/2)30 ~= 10140 • 但目前高段棋士,常走到 40步以上。則約為 ~= 10188

  10. 西洋棋一般公認複雜度第四 象棋一般公認複雜度第三 資料來源: Herik的論文[2002] 圍棋一般公認複雜度最高 比五子棋複雜度低 百年前日本即有職業連珠棋院 日本將棋一般公認複雜度第二高 Connect6 10172 10140 ~ 10188

  11. 遊戲公平 • Key: Balanced (平衡) • One player always has one more stone than the other after making each move. • 每當一方下出一步(兩子),該方一定比對方多出一顆子。 • B: #1, W: #0 • B: #1, W: #2 • B: #3, W: #2 • B: #3, W: #4 • B: #5, W: #4 • …

  12. Outline • Introduction to Connect6 • Characteristics of Connect6. • Fairness of Connect6 (六子棋) • Compared with Gomoku (五子棋) or Renju (連珠棋). • Threat-based winning strategies for Connect6 players or programs. • Impact of Our Research • Report of some Tournaments • New challenges in the future.

  13. Fairness of Gomoku • Rules in the free style (no restriction). • After B move, B has one more stone than W. • 每當黑方下出一步後,比白方盤面多一顆子 • After W move, W only has the same number of stones as B. • 然而每當白方下出一步後,盤面子數卻只能與黑方打平。 • Allis [1994] proved that B wins. • Allis [1994]等人證明出先下必勝 。

  14. Fairness of Renju • Japanese Professional Renju Association (1903) imposed some new rules to restrict the play of B for professionals. • No double 3, double 4, and no overline. • 限制雙活三、雙死四、長連 • Called Renju (連珠棋) • Problem still. • Professionals still said that B wins. • Wagner、Virag [2001] proved this.

  15. Side Effect One • More and more complex rules. • RIF: Renju International Federation. (國際連珠棋協會 ) • New Rules by RIF [1998]. • New restriction in opening. (限制許多開局規則 ) • Call for new rules in 2003. • Vote new rules in 2006. • But, vetoed by Japanese RIF.

  16. Side Effect Two • Smaller board [Sakata and Ikawa, 1981] (棋盤變小 ) • Sakata 及 Ikawa said: • Increasing the board size raised B advantage. Restrict the board size to 15x15 • But, a smaller board lowers the complexity of the game and thus makes it easier to solve the game.

  17. More about Fairness • Definitions of fairness • Strategy-Stealing Argument • Breakaway (脫離戰場 ) and fairness • Fairness of Connect6 • Fairness of Connect games

  18. Definitions of Fairness • Herik et al. 2002: • A game is considered fair if it is a draw and both players have a roughly equal probability of making a mistake.” • “一個遊戲是公平的話,那麼它必須是個平手的遊戲,且雙方有相同的犯錯機率。” • Problem: • hard to have a perfect model for calculating the probability of making a mistake • On the contrary, it is relatively easy and possible to show when a game is unfair.

  19. Unfairness • Definitely unfair, • if it has been proved that some player wins the game. • For example, Go-Moku (in the free style) • Monotonically unfair, • if it has been proved that one player does not win the game. • For example, for Connect(k,p,p) or Connect(m,n,k,p,p), based on the so-called strategy-stealing argument. • Empirically unfair, • if most players, in particular professionals, have claimed that the game favours some player. • For example, before Go-Moku was solved, Go-Moku was empirically unfair.

  20. Potential Fairness • Potentially fair, • if it has not yet been shown or claimed to be definitely unfair, monotonically unfair, or empirically unfair. • Properties: • A potentially fair game for the time being may not remain potentially fair in the future. • If a game remains potentially fair any longer, it could have a higher chance to be fair.

  21. Strategy Stealing Argument • Raised by Nash in 1949 • The argument shows that W does not have a winning strategy in Connect(m,n,k,p,p). • Proof: • Assume by contradictory that W has a winning strategy, say S. • B makes the first move at random. • Then, B simply follows S (stealing W’s strategy) which leads to a win. • If the strategy S requires B to place on the squares where B placed earlier, B chooses other squares at random again, instead. • Thus, B still remains following the strategy S to win the game, contradictory to the assumption.

  22. Breakaway and Fairness • A breakaway move: (脫離戰場 ) • place stones far away from the major battle field • An initial breakaway move: • The first move by W (after the first move by B) is also a breakaway move. • Fairness and Breakaway: • If W makes an initial breakaway move without a penalty, then the game is played like Connect(k,p,p) with W playing first.  Such games are monotonically unfair or

  23. Breakaway of Connect6

  24. Connect(9,6,4) • Breakaway

  25. Empirical Analysis • For most δ = k–p = 3 games, most are empirical unfair according to our experiments. • B (W): Informally proved. FB (FW): Favors Black (White)

  26. Maker-Breaker • Strategy stealing argument: [Csirmaz 1980, Pluhar 1994] • Connect(m,n,k,p,p),  monotonically unfair (白不會贏) • So, for combinatorial analysis, some researchers proposed Maker-Breaker Model: • W is not allowed to win. • Theorems: • Let values k and p satisfy a condition, roughly like δ = k − p = O(log2p / log2 log2p). For all q, 1 ≤ q ≤ p, B wins Connect(k,p,q). • Let values k and p satisfy a condition, roughly like δ = k − p = Ω(log2p). For all q, 1 ≤ q ≤ p, both B and W tie for Connect(k,p,q).

  27.  (=k-p) 我們證明必為平手  = (log2 p) 其他潛在公平的遊戲 六子棋  = 3 我們分析為對某一方有利 p K子棋的公平性分析 • K子棋的公平性分析 • 尚未解的其他潛在公平K子棋遊戲。

  28. Outline • Introduction to Connect6 • Characteristics of Connect6. • Fairness of Connect6 (六子棋) • Compared with Gomoku (五子棋) or Renju (連珠棋). • Threat-based winning strategies for Connect6 players or programs. • Impact of Our Research • Report of some Tournaments • New challenges in the future.

  29. Threat-based Strategy (迫著戰術 ) • One has t threats (迫著)  If the other needs t stones to defend from connecting 6. • B wins for 3 threats.

  30. List of Double Threats (雙迫著)

  31. List of Single Threats (單迫著) Single defense point. Further Attacking.

  32. 活三

  33. 活二

  34. 死三

  35. 死三活二 單一子形成「單迫著」 還保留另一「單迫著」 。 也可成活二 (兩子成「雙迫著」)

  36. Threat-based Search Strategy迫著為主的搜尋策略 • VCF (Victory by Continuous Fours): 所謂的追四勝 • All double threats. • Well known since Connect6 was introduced. • Double threats mixed with single threats. • New developments.

  37. Winning Moves • Winning moves withsingle threats. • Winning moves withdouble threats.

  38. Null Move Heuristics • Like null moves in Chinese Chess or Weichi, • Need to find threats. • Need to build a relevance zone. • R1-Zone: For one null move. • R2-Zone: For two null moves. • R3-Zone: For three null moves. • A powerful technique to solve game positions. • Theorem 1: Black wins in Connect(6,2,3). White cannot make a breakaway move. (不能脫離戰場)

  39. R2-Zone

  40. R1(1a)-Zone

  41. Winning Openings for Connect6 • Theorem: B wins for the following openings. (17th popular opening)

  42. Key of the Winning Move • This move uses a special null-move technique.

  43. More Winning Openings for Connect6 • We have found • At least 5 openings with B winning. • 4 of them are popular openings. • We are verifying them before announcing.

  44. Top 15 Popular Openings

  45. Top 16-30 Popular Openings

  46. Outline • Introduction to Connect6 • Characteristics of Connect6. • Fairness of Connect6 (六子棋) • Compared with Gomoku (五子棋) or Renju (連珠棋). • Threat-based winning strategies for Connect6 players or programs. • Impact of Our Research • Report of some Tournaments • New challenges in the future.

  47. 六子棋提出後之後續發展(1) • 被登錄到國際線上維基百科全書。 • 成為電腦賽局競賽項目之一 • 奧林匹亞電腦賽局(Computer Olympiad) • 中國象棋電腦博弈錦標賽暨機器博弈學術研討會(Chinese Computer Games Conferences-CCGC 2006) • 六子棋公開賽之舉辦 • 交通大學盃: • 第一屆(2006):人數86人! • 第二屆(2007):人數92人! • 群想盃: • 第一屆(2006):人數約60人! • 俄羅斯六子棋大賽:Andrey主辦

  48. 後續發展(2) • 六子棋遊戲網站:如 • www.cycgame.com (群想遊戲網站;中文語系;即時;有許多台灣中國高手) • littlegolem.net (英文語系;非即時;有許多東歐高手) • pente.com (英文語系;即時) • www.brainking.com (多國語系;即時) • 總人次 > 100,000

  49. cycgame.com

  50. www.littlegolem.net

More Related