A Game Informatical Analysis of RoShamBo

A Game Informatical Analysis of RoShamBo
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RoShamBo 的游戏信息分析

DOI:
10.1109/taai.2016.7880158
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发表时间:
2016
期刊:
Proceedings of The 2016 Conference on Technologies and Applications of Artificial Intelligence (TAAI 2016)
影响因子:
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通讯作者:
Hiroyuki Iida and Jean-Christophe Terrillon
Hiroyuki Iida and Jean-Christophe Terrillon
中科院分区:
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文献类型:
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作者:
Chetprayoon Panumate;Hiroyuki Iida and Jean-Christophe Terrillon

文献摘要

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本文引入了一类RoShamBo对策,记为RSB(n,B,s,r),即n个局中人在总共r轮比赛中的每轮比赛中,同时在B种可能的走法中走一步,且可能有s种获胜规则.在r轮后赢得更多的玩家获胜。利用博弈精化测度对RSB(n,B,s,r)进行博弈信息分析,并通过开发计算机玩家和模拟100万个RoShamBo博弈进行实验。结果表明,RSB(n,3,1,1)在n = 8或9时最佳,RSB(2,3,1,r)在r = 9或10时最佳。此外,据证实,流行的基于RoShambo的游戏,如日本的GuRiKo和泰国的King PaoYingShub,都是在合理的设置下进行的。
This paper introduces a family of RoShamBo games, denoted by RSB(n,b,s,r) which means that n players simultaneously show a move among b possible moves with possible s winning regulations, at each round out of r round matches in total. The player who wins more after r rounds wins. A game informatical analysis of RSB(n,b,s,r) using game refinement measure is carried out, while experiments have been conducted by developing computer players and simulating a million RoShamBo games. Results show that RSB(n, 3, 1, 1) is best to play with n = 8 or 9 and RSB(2, 3, 1,r) is best to play with r = 9 or 10. Moreover, it is confirmed that popular RoShamBo-based games such as GuRiKo in Japan and King PaoYingShub in Thailand have been played with reasonable settings.