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list, and cycle will be stored in the cycle list. Chains or cycles will be stored in the array
Chains [] or Cycles [], so we can easily get the chain and the count of chains or cycles
that will be used in other methods. Each new structure that discovered in during the
game will be stored and the full structure of the game will be changed also.
The keys of these lists are the different kinds of structures we distinguish. We keep
track of the total number of current and past structures. We keep a list of the following
different structures: chains of all lengths, loops of all lengths, joints, handouts. The
values that these keys correspond with are arrays containing the boxes that form that
particular structure. In the case of a joint the array contains the joint box and the names
of the structures that are connected to that joint.
5 Conclusion
In this paper we introduced a corresponding chessboard description of the game
Dots-and-Boxes based on the equivalent game Strings-and-Coins, it is clearly that by
this way we can simply the traditional description of board and to reduce the com-
plexity of computing the count of chains or cycles. it is much more convenient for
programs to judge if there's a chain formed after one move. Also we made a simply
implementation of the new chessboard and shows how to form chains or cycles in the
process of game.
Acknowledgments
This research is sponsored by the Funding Project for Academic Human Resources
Development in Institutions of Higher Learning Under the Jurisdiction of Beijing
Municipality (PHR201007131), by the Funding Project for Graduate Science and
Technology Innovation Projects of Beijing Information & Science Technology Uni-
versity, by the Funding Project for Science and Technology Research of Beijing In-
formation & Science Technology University (1025013).
References
1. Xu, X., Deng, Z., Wang, J.: Challenging issues facing computer game research. Caai
Transactions on Intelligent Systems 3(4), 288-293 (2008)
2. Lian, L., Xu, X.-h., Zhang, X., Yan, N.: Key Technologies Analysis of Dots and Boxes Game
System. Progress of Artificial Intelligence in China 2009, 719-724 (2009)
3. Calabro, C.: Analysis of dead boxes in dots-n-boxes,
http://www.cseweb.ucsd.edu/ccalabro/
4. Vardi, I.: The mathematical theory of dots, http://www.cf.geocities.com
5. Chrisc Berlekamp, E.R.: The dots-and-boxes game. A K Peters Ltd, Stanford (2000)
6. Blom, G.M.: An Artificial Intelligence approach to Dots-and-Boxes. Multi-Agent systems
(2007)
 
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