A Game Informatical Analysis of RoShamBo
A Game Informatical Analysis of RoShamBo
复制标题
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:
影响因子:
--
通讯作者:
Hiroyuki Iida and Jean-Christophe Terrillon
中科院分区:
文献类型:
--
作者:
Chetprayoon Panumate;Hiroyuki Iida and Jean-Christophe Terrillon
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.