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Game complexity

Combinatorial game theory measures game complexity in several ways:

  1. State-space complexity (the number of legal game positions from the initial position),
  2. Game tree size (total number of possible games),
  3. Decision complexity (number of leaf nodes in the smallest decision tree for initial position),
  4. Game-tree complexity (number of leaf nodes in the smallest full-width decision tree for initial position),
  5. Computational complexity (asymptotic difficulty of a game as it grows arbitrarily large).

These measures involve understanding game positions, possible outcomes, and computation required for various game scenarios.

Measures of game complexity edit

State-space complexity edit

The state-space complexity of a game is the number of legal game positions reachable from the initial position of the game.[1]

When this is too hard to calculate, an upper bound can often be computed by also counting (some) illegal positions, meaning positions that can never arise in the course of a game.

Game tree size edit

The game tree size is the total number of possible games that can be played: the number of leaf nodes in the game tree rooted at the game's initial position.

The game tree is typically vastly larger than the state space because the same positions can occur in many games by making moves in a different order (for example, in a tic-tac-toe game with two X and one O on the board, this position could have been reached in two different ways depending on where the first X was placed). An upper bound for the size of the game tree can sometimes be computed by simplifying the game in a way that only increases the size of the game tree (for example, by allowing illegal moves) until it becomes tractable.

For games where the number of moves is not limited (for example by the size of the board, or by a rule about repetition of position) the game tree is generally infinite.

Decision trees edit

The next two measures use the idea of a decision tree, which is a subtree of the game tree, with each position labelled with "player A wins", "player B wins" or "drawn", if that position can be proved to have that value (assuming best play by both sides) by examining only other positions in the graph. (Terminal positions can be labelled directly; a position with player A to move can be labelled "player A wins" if any successor position is a win for A, or labelled "player B wins" if all successor positions are wins for B, or labelled "draw" if all successor positions are either drawn or wins for B. And correspondingly for positions with B to move.)

Decision complexity edit

Decision complexity of a game is the number of leaf nodes in the smallest decision tree that establishes the value of the initial position.

Game-tree complexity edit

The game-tree complexity of a game is the number of leaf nodes in the smallest full-width decision tree that establishes the value of the initial position.[1] A full-width tree includes all nodes at each depth.

This is an estimate of the number of positions one would have to evaluate in a minimax search to determine the value of the initial position.

It is hard even to estimate the game-tree complexity, but for some games an approximation can be given by raising the game's average branching factor b to the power of the number of plies d in an average game, or:

 .

Computational complexity edit

The computational complexity of a game describes the asymptotic difficulty of a game as it grows arbitrarily large, expressed in big O notation or as membership in a complexity class. This concept doesn't apply to particular games, but rather to games that have been generalized so they can be made arbitrarily large, typically by playing them on an n-by-n board. (From the point of view of computational complexity a game on a fixed size of board is a finite problem that can be solved in O(1), for example by a look-up table from positions to the best move in each position.)

The asymptotic complexity is defined by the most efficient (in terms of whatever computational resource one is considering) algorithm for solving the game; the most common complexity measure (computation time) is always lower-bounded by the logarithm of the asymptotic state-space complexity, since a solution algorithm must work for every possible state of the game. It will be upper-bounded by the complexity of any particular algorithm that works for the family of games. Similar remarks apply to the second-most commonly used complexity measure, the amount of space or computer memory used by the computation. It is not obvious that there is any lower bound on the space complexity for a typical game, because the algorithm need not store game states; however many games of interest are known to be PSPACE-hard, and it follows that their space complexity will be lower-bounded by the logarithm of the asymptotic state-space complexity as well (technically the bound is only a polynomial in this quantity; but it is usually known to be linear).

  • The depth-first minimax strategy will use computation time proportional to game's tree-complexity, since it must explore the whole tree, and an amount of memory polynomial in the logarithm of the tree-complexity, since the algorithm must always store one node of the tree at each possible move-depth, and the number of nodes at the highest move-depth is precisely the tree-complexity.
  • Backward induction will use both memory and time proportional to the state-space complexity as it must compute and record the correct move for each possible position.

Example: tic-tac-toe (noughts and crosses) edit

For tic-tac-toe, a simple upper bound for the size of the state space is 39 = 19,683. (There are three states for each cell and nine cells.) This count includes many illegal positions, such as a position with five crosses and no noughts, or a position in which both players have a row of three. A more careful count, removing these illegal positions, gives 5,478.[2][3] And when rotations and reflections of positions are considered identical, there are only 765 essentially different positions.

To bound the game tree, there are 9 possible initial moves, 8 possible responses, and so on, so that there are at most 9! or 362,880 total games. However, games may take less than 9 moves to resolve, and an exact enumeration gives 255,168 possible games. When rotations and reflections of positions are considered the same, there are only 26,830 possible games.

The computational complexity of tic-tac-toe depends on how it is generalized. A natural generalization is to m,n,k-games: played on an m by n board with winner being the first player to get k in a row. It is immediately clear that this game can be solved in DSPACE(mn) by searching the entire game tree. This places it in the important complexity class PSPACE. With some more work it can be shown to be PSPACE-complete.[4]

Complexities of some well-known games edit

Due to the large size of game complexities, this table gives the ceiling of their logarithm to base 10. (In other words, the number of digits). All of the following numbers should be considered with caution: seemingly-minor changes to the rules of a game can change the numbers (which are often rough estimates anyway) by tremendous factors, which might easily be much greater than the numbers shown.

Note: ordered by game tree size

Game Board size

(positions)

State-space complexity

(as log to base 10)

Game-tree complexity

(as log to base 10)

Average game length

(plies)

Branching factor Ref Complexity class of suitable generalized game
Tic-tac-toe 9 3 5 9 4 PSPACE-complete[5]
Sim 15 3 8 14 3.7 PSPACE-complete[6]
Pentominoes 64 12 18 10 75 [7][8] ?, but in PSPACE
Kalah[9] 14 13 18 50 [7] Generalization is unclear
Connect Four 42 13 21 36 4 [1][10] ?, but in PSPACE
Domineering (8 × 8) 64 15 27 30 8 [7] ?, but in PSPACE; in P for certain dimensions[11]
Congkak 14 15 33 [7]
English draughts (8x8) (checkers) 32 20 or 18 40 70 2.8 [1][12][13] EXPTIME-complete[14]
Awari[15] 12 12 32 60 3.5 [1] Generalization is unclear
Qubic 64 30 34 20 54.2 [1] PSPACE-complete[5]
Double dummy bridge[nb 1] (52) <17 <40 52 5.6 PSPACE-complete[16]
Fanorona 45 21 46 44 11 [17] ?, but in EXPTIME
Nine men's morris 24 10 50 50 10 [1] ?, but in EXPTIME
Tablut 81 27 [18]
International draughts (10x10) 50 30 54 90 4 [1] EXPTIME-complete[14]
Chinese checkers (2 sets) 121 23 180 [19] EXPTIME-complete [20]
Chinese checkers (6 sets) 121 78 600 [19] EXPTIME-complete [20]
Reversi (Othello) 64 28 58 58 10 [1] PSPACE-complete[21]
OnTop (2p base game) 72 88 62 31 23.77 [22]
Lines of Action 64 23 64 44 29 [23] ?, but in EXPTIME
Gomoku (15x15, freestyle) 225 105 70 30 210 [1] PSPACE-complete[5]
Hex (11x11) 121 57 98 50 96 [7] PSPACE-complete[5]
Chess 64 44 123 70 35 [24] EXPTIME-complete (without 50-move drawing rule)[25]
Bejeweled and Candy Crush (8x8) 64 <50 70 [26] NP-hard
GIPF 37 25 132 90 29.3 [27]
Connect6 361 172 140 30 46000 [28] PSPACE-complete[29]
Backgammon 28 20 144 55 250 [30] Generalization is unclear
Xiangqi 90 40 150 95 38 [1][31][32] ?, believed to be EXPTIME-complete
Abalone 61 25 154 87 60 [33][34] PSPACE-hard, and in EXPTIME
Havannah 271 127 157 66 240 [7][35] PSPACE-complete[36]
Twixt 572 140 159 60 452 [37]
Janggi 90 44 160 100 40 [32] ?, believed to be EXPTIME-complete
Quoridor 81 42 162 91 60 [38] ?, but in PSPACE
Carcassonne (2p base game) 72 >40 195 71 55 [39] Generalization is unclear
Amazons (10x10) 100 40 212 84 374 or 299[40] [41][42] PSPACE-complete[43]
Shogi 81 71 226 115 92 [31][44] EXPTIME-complete[45]
Thurn and Taxis (2 player) 33 66 240 56 879 [46]
Go (19x19) 361 170 360 150 250 [1][47][48] EXPTIME-complete (without the superko rule)[49]
Arimaa 64 43 402 92 17281 [50][51][52] ?, but in EXPTIME
Stratego 92 115 535 381 21.739 [53]
Infinite chess infinite infinite infinite infinite infinite [54] Un­known, but mate-in-n is decidable[55]
Magic: The Gathering [56] AH-hard[57]
Wordle 5 12,972 6 [58] NP-hard, unknown if PSPACE-complete with parametization.

Notes edit

  1. ^ Double dummy bridge (i.e., double dummy problems in the context of contract bridge) is not a proper board game but has a similar game tree, and is studied in computer bridge. The bridge table can be regarded as having one slot for each player and trick to play a card in, which corresponds to board size 52. Game-tree complexity is a very weak upper bound: 13! to the power of 4 players regardless of legality. State-space complexity is for one given deal; likewise regardless of legality but with many transpositions eliminated. The last 4 plies are always forced moves with branching factor 1.

References edit

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See also edit

External links edit

game, complexity, combinatorial, game, theory, measures, game, complexity, several, ways, state, space, complexity, number, legal, game, positions, from, initial, position, game, tree, size, total, number, possible, games, decision, complexity, number, leaf, n. Combinatorial game theory measures game complexity in several ways State space complexity the number of legal game positions from the initial position Game tree size total number of possible games Decision complexity number of leaf nodes in the smallest decision tree for initial position Game tree complexity number of leaf nodes in the smallest full width decision tree for initial position Computational complexity asymptotic difficulty of a game as it grows arbitrarily large These measures involve understanding game positions possible outcomes and computation required for various game scenarios Contents 1 Measures of game complexity 1 1 State space complexity 1 2 Game tree size 1 3 Decision trees 1 3 1 Decision complexity 1 3 2 Game tree complexity 1 4 Computational complexity 2 Example tic tac toe noughts and crosses 3 Complexities of some well known games 4 Notes 5 References 6 See also 7 External linksMeasures of game complexity editState space complexity edit The state space complexity of a game is the number of legal game positions reachable from the initial position of the game 1 When this is too hard to calculate an upper bound can often be computed by also counting some illegal positions meaning positions that can never arise in the course of a game Game tree size edit The game tree size is the total number of possible games that can be played the number of leaf nodes in the game tree rooted at the game s initial position The game tree is typically vastly larger than the state space because the same positions can occur in many games by making moves in a different order for example in a tic tac toe game with two X and one O on the board this position could have been reached in two different ways depending on where the first X was placed An upper bound for the size of the game tree can sometimes be computed by simplifying the game in a way that only increases the size of the game tree for example by allowing illegal moves until it becomes tractable For games where the number of moves is not limited for example by the size of the board or by a rule about repetition of position the game tree is generally infinite Decision trees edit The next two measures use the idea of a decision tree which is a subtree of the game tree with each position labelled with player A wins player B wins or drawn if that position can be proved to have that value assuming best play by both sides by examining only other positions in the graph Terminal positions can be labelled directly a position with player A to move can be labelled player A wins if any successor position is a win for A or labelled player B wins if all successor positions are wins for B or labelled draw if all successor positions are either drawn or wins for B And correspondingly for positions with B to move Decision complexity edit Decision complexity of a game is the number of leaf nodes in the smallest decision tree that establishes the value of the initial position Game tree complexity edit The game tree complexity of a game is the number of leaf nodes in the smallest full width decision tree that establishes the value of the initial position 1 A full width tree includes all nodes at each depth This is an estimate of the number of positions one would have to evaluate in a minimax search to determine the value of the initial position It is hard even to estimate the game tree complexity but for some games an approximation can be given by raising the game s average branching factor b to the power of the number of plies d in an average game or GTC bd displaystyle GTC geq b d nbsp Computational complexity edit The computational complexity of a game describes the asymptotic difficulty of a game as it grows arbitrarily large expressed in big O notation or as membership in a complexity class This concept doesn t apply to particular games but rather to games that have been generalized so they can be made arbitrarily large typically by playing them on an n by n board From the point of view of computational complexity a game on a fixed size of board is a finite problem that can be solved in O 1 for example by a look up table from positions to the best move in each position The asymptotic complexity is defined by the most efficient in terms of whatever computational resource one is considering algorithm for solving the game the most common complexity measure computation time is always lower bounded by the logarithm of the asymptotic state space complexity since a solution algorithm must work for every possible state of the game It will be upper bounded by the complexity of any particular algorithm that works for the family of games Similar remarks apply to the second most commonly used complexity measure the amount of space or computer memory used by the computation It is not obvious that there is any lower bound on the space complexity for a typical game because the algorithm need not store game states however many games of interest are known to be PSPACE hard and it follows that their space complexity will be lower bounded by the logarithm of the asymptotic state space complexity as well technically the bound is only a polynomial in this quantity but it is usually known to be linear The depth first minimax strategy will use computation time proportional to game s tree complexity since it must explore the whole tree and an amount of memory polynomial in the logarithm of the tree complexity since the algorithm must always store one node of the tree at each possible move depth and the number of nodes at the highest move depth is precisely the tree complexity Backward induction will use both memory and time proportional to the state space complexity as it must compute and record the correct move for each possible position Example tic tac toe noughts and crosses editFor tic tac toe a simple upper bound for the size of the state space is 39 19 683 There are three states for each cell and nine cells This count includes many illegal positions such as a position with five crosses and no noughts or a position in which both players have a row of three A more careful count removing these illegal positions gives 5 478 2 3 And when rotations and reflections of positions are considered identical there are only 765 essentially different positions To bound the game tree there are 9 possible initial moves 8 possible responses and so on so that there are at most 9 or 362 880 total games However games may take less than 9 moves to resolve and an exact enumeration gives 255 168 possible games When rotations and reflections of positions are considered the same there are only 26 830 possible games The computational complexity of tic tac toe depends on how it is generalized A natural generalization is to m n k games played on an m by n board with winner being the first player to get k in a row It is immediately clear that this game can be solved in DSPACE mn by searching the entire game tree This places it in the important complexity class PSPACE With some more work it can be shown to be PSPACE complete 4 Complexities of some well known games editDue to the large size of game complexities this table gives the ceiling of their logarithm to base 10 In other words the number of digits All of the following numbers should be considered with caution seemingly minor changes to the rules of a game can change the numbers which are often rough estimates anyway by tremendous factors which might easily be much greater than the numbers shown Note ordered by game tree size Game Board size positions State space complexity as log to base 10 Game tree complexity as log to base 10 Average game length plies Branching factor Ref Complexity class of suitable generalized gameTic tac toe 9 3 5 9 4 PSPACE complete 5 Sim 15 3 8 14 3 7 PSPACE complete 6 Pentominoes 64 12 18 10 75 7 8 but in PSPACEKalah 9 14 13 18 50 7 Generalization is unclearConnect Four 42 13 21 36 4 1 10 but in PSPACEDomineering 8 8 64 15 27 30 8 7 but in PSPACE in P for certain dimensions 11 Congkak 14 15 33 7 English draughts 8x8 checkers 32 20 or 18 40 70 2 8 1 12 13 EXPTIME complete 14 Awari 15 12 12 32 60 3 5 1 Generalization is unclearQubic 64 30 34 20 54 2 1 PSPACE complete 5 Double dummy bridge nb 1 52 lt 17 lt 40 52 5 6 PSPACE complete 16 Fanorona 45 21 46 44 11 17 but in EXPTIMENine men s morris 24 10 50 50 10 1 but in EXPTIMETablut 81 27 18 International draughts 10x10 50 30 54 90 4 1 EXPTIME complete 14 Chinese checkers 2 sets 121 23 180 19 EXPTIME complete 20 Chinese checkers 6 sets 121 78 600 19 EXPTIME complete 20 Reversi Othello 64 28 58 58 10 1 PSPACE complete 21 OnTop 2p base game 72 88 62 31 23 77 22 Lines of Action 64 23 64 44 29 23 but in EXPTIMEGomoku 15x15 freestyle 225 105 70 30 210 1 PSPACE complete 5 Hex 11x11 121 57 98 50 96 7 PSPACE complete 5 Chess 64 44 123 70 35 24 EXPTIME complete without 50 move drawing rule 25 Bejeweled and Candy Crush 8x8 64 lt 50 70 26 NP hardGIPF 37 25 132 90 29 3 27 Connect6 361 172 140 30 46000 28 PSPACE complete 29 Backgammon 28 20 144 55 250 30 Generalization is unclearXiangqi 90 40 150 95 38 1 31 32 believed to be EXPTIME completeAbalone 61 25 154 87 60 33 34 PSPACE hard and in EXPTIMEHavannah 271 127 157 66 240 7 35 PSPACE complete 36 Twixt 572 140 159 60 452 37 Janggi 90 44 160 100 40 32 believed to be EXPTIME completeQuoridor 81 42 162 91 60 38 but in PSPACECarcassonne 2p base game 72 gt 40 195 71 55 39 Generalization is unclearAmazons 10x10 100 40 212 84 374 or 299 40 41 42 PSPACE complete 43 Shogi 81 71 226 115 92 31 44 EXPTIME complete 45 Thurn and Taxis 2 player 33 66 240 56 879 46 Go 19x19 361 170 360 150 250 1 47 48 EXPTIME complete without the superko rule 49 Arimaa 64 43 402 92 17281 50 51 52 but in EXPTIMEStratego 92 115 535 381 21 739 53 Infinite chess infinite infinite infinite infinite infinite 54 Un known but mate in n is decidable 55 Magic The Gathering 56 AH hard 57 Wordle 5 12 972 6 58 NP hard unknown if PSPACE complete with parametization Notes edit Double dummy bridge i e double dummy problems in the context of contract bridge is not a proper board game but has a similar game tree and is studied in computer bridge The bridge table can be regarded as having one slot for each player and trick to play a card in which corresponds to board size 52 Game tree complexity is a very weak upper bound 13 to the power of 4 players regardless of legality State space complexity is for one given deal likewise regardless of legality but with many transpositions eliminated The last 4 plies are always forced moves with branching factor 1 References edit a b c d e f g h i j k l Victor Allis 1994 Searching for Solutions in Games and Artificial Intelligence PDF Ph D thesis University of Limburg Maastricht The Netherlands ISBN 90 900748 8 0 combinatorics TicTacToe State Space Choose Calculation Mathematics Stack Exchange Retrieved 2020 04 08 T Brian October 20 2018 Btsan generate tictactoe GitHub Retrieved 2020 04 08 Stefan Reisch 1980 Gobang ist PSPACE vollstandig Gobang is PSPACE complete Acta Informatica 13 1 59 66 doi 10 1007 bf00288536 S2CID 21455572 a b c d Stefan Reisch 1981 Hex ist PSPACE vollstandig Hex is PSPACE complete Acta Inform 15 167 191 Slany Wolfgang 2000 The complexity of graph Ramsey games In Marsland T Anthony Frank Ian eds Computers and Games Second International Conference CG 2000 Hamamatsu Japan October 26 28 2000 Revised Papers Lecture Notes in Computer Science Vol 2063 Springer pp 186 203 doi 10 1007 3 540 45579 5 12 a b c d e f H J van den Herik J W H M Uiterwijk J van Rijswijck 2002 Games solved Now and in the future Artificial Intelligence 134 1 2 277 311 doi 10 1016 S0004 3702 01 00152 7 Orman Hilarie K 1996 Pentominoes a first player win PDF In Nowakowski Richard J ed Games of No Chance Papers from the Combinatorial Games Workshop held in Berkeley CA July 11 21 1994 Mathematical Sciences Research Institute Publications Vol 29 Cambridge University Press pp 339 344 ISBN 0 521 57411 0 MR 1427975 See van den Herik et al for rules John Tromp 2010 John s Connect Four Playground Lachmann Michael Moore Cristopher Rapaport Ivan 2002 Who wins Domineering on rectangular boards In Nowakowski Richard ed More Games of No Chance Proceedings of the 2nd Combinatorial Games Theory Workshop held in Berkeley CA July 24 28 2000 Mathematical Sciences Research Institute Publications Vol 42 Cambridge University Press pp 307 315 ISBN 0 521 80832 4 MR 1973019 Jonathan Schaeffer et al July 6 2007 Checkers is Solved Science 317 5844 1518 1522 Bibcode 2007Sci 317 1518S doi 10 1126 science 1144079 PMID 17641166 S2CID 10274228 Schaeffer Jonathan 2007 Game over Black to play and draw in checkers PDF ICGA Journal 30 4 187 197 doi 10 3233 ICG 2007 30402 Archived from the original PDF on 2016 04 03 a b J M Robson 1984 N by N checkers is Exptime complete SIAM Journal on Computing 13 2 252 267 doi 10 1137 0213018 See Allis 1994 for rules Bonnet Edouard Jamain Florian Saffidine Abdallah 2013 On the complexity of trick taking card games In Rossi Francesca ed IJCAI 2013 Proceedings of the 23rd International Joint Conference on Artificial Intelligence Beijing China August 3 9 2013 IJCAI AAAI pp 482 488 M P D Schadd M H M Winands J W H M Uiterwijk H J van den Herik M H J Bergsma 2008 Best Play in Fanorona leads to Draw PDF New Mathematics and Natural Computation 4 3 369 387 doi 10 1142 S1793005708001124 Andrea Galassi 2018 An Upper Bound on the Complexity of Tablut a b G I Bell 2009 The Shortest Game of Chinese Checkers and Related Problems Integers 9 arXiv 0803 1245 Bibcode 2008arXiv0803 1245B doi 10 1515 INTEG 2009 003 S2CID 17141575 a b Kasai Takumi Adachi Akeo Iwata Shigeki 1979 Classes of pebble games and complete problems SIAM Journal on Computing 8 4 574 586 doi 10 1137 0208046 MR 0573848 Proves completeness of the generalization to arbitrary graphs Iwata Shigeki Kasai Takumi 1994 The Othello game on an n n displaystyle n times n nbsp board is PSPACE complete Theoretical Computer Science 123 2 329 340 doi 10 1016 0304 3975 94 90131 7 MR 1256205 Robert Briesemeister 2009 Analysis and Implementation of the Game OnTop PDF Thesis Maastricht University Dept of Knowledge Engineering Mark H M Winands 2004 Informed Search in Complex Games PDF Ph D thesis Maastricht University Maastricht The Netherlands ISBN 90 5278 429 9 The size of the state space and game tree for chess were first estimated in Claude Shannon 1950 Programming a Computer for Playing Chess PDF Philosophical Magazine 41 314 Archived from the original PDF on 2010 07 06 Shannon gave estimates of 1043 and 10120 respectively smaller than the upper bound in the table which is detailed in Shannon number Fraenkel Aviezri S Lichtenstein David 1981 Computing a perfect strategy for n n displaystyle n times n nbsp chess requires time exponential in n displaystyle n nbsp Journal of Combinatorial Theory Series A 31 2 199 214 doi 10 1016 0097 3165 81 90016 9 MR 0629595 Guala Luciano Leucci Stefano Natale Emanuele 2014 Bejeweled Candy Crush and other match three games are NP hard 2014 IEEE Conference on Computational Intelligence and Games CIG 2014 Dortmund Germany August 26 29 2014 IEEE pp 1 8 arXiv 1403 5830 doi 10 1109 CIG 2014 6932866 Diederik Wentink 2001 Analysis and Implementation of the game Gipf PDF Thesis Maastricht University Chang Ming Xu Ma Z M Jun Jie Tao Xin He Xu 2009 Enhancements of proof number search in connect6 2009 Chinese Control and Decision Conference p 4525 doi 10 1109 CCDC 2009 5191963 ISBN 978 1 4244 2722 2 S2CID 20960281 Hsieh Ming Yu Tsai Shi Chun October 1 2007 On the fairness and complexity of generalized k in a row games Theoretical Computer Science 385 1 3 88 100 doi 10 1016 j tcs 2007 05 031 Retrieved 2018 04 12 via dl acm org Tesauro Gerald May 1 1992 Practical issues in temporal difference learning Machine Learning 8 3 4 257 277 doi 10 1007 BF00992697 a b Shi Jim Yen Jr Chang Chen Tai Ning Yang Shun Chin Hsu March 2004 Computer Chinese Chess PDF International Computer Games Association Journal 27 1 3 18 doi 10 3233 ICG 2004 27102 S2CID 10336286 Archived from the original PDF on 2007 06 14 a b Donghwi Park 2015 Space state complexity of Korean chess and Chinese chess arXiv 1507 06401 math GM Chorus Pascal Implementing a Computer Player for Abalone Using Alpha Beta and Monte Carlo Search PDF Dept of Knowledge Engineering Maastricht University Retrieved 2012 03 29 Kopczynski Jacob S 2014 Pushy Computing Complexity Theory and the Game Abalone Thesis Reed College Joosten B Creating a Havannah Playing Agent PDF Retrieved 2012 03 29 E Bonnet F Jamain A Saffidine March 25 2014 Havannah and TwixT are PSPACE complete arXiv 1403 6518 cs CC Kevin Moesker 2009 Txixt Theory Analysis and Implementation PDF Thesis Faculty of Humanities and Sciences of Maastricht University Lisa Glendenning May 2005 Mastering Quoridor PDF Computer Science B Sc thesis University of New Mexico Archived from the original PDF on 2012 03 15 Cathleen Heyden 2009 Implementing a Computer Player for Carcassonne PDF Thesis Maastricht University Dept of Knowledge Engineering The lower branching factor is for the second player Kloetzer Julien Iida Hiroyuki Bouzy Bruno 2007 The Monte Carlo approach in Amazons PDF Computer Games Workshop Amsterdam the Netherlands 15 17 June 2007 pp 185 192 P P L M Hensgens 2001 A Knowledge Based Approach of the Game of Amazons PDF Universiteit Maastricht Institute for Knowledge and Agent Technology R A Hearn February 2 2005 Amazons is PSPACE complete arXiv cs CC 0502013 Hiroyuki Iida Makoto Sakuta Jeff Rollason January 2002 Computer shogi Artificial Intelligence 134 1 2 121 144 doi 10 1016 S0004 3702 01 00157 6 H Adachi H Kamekawa S Iwata 1987 Shogi on n n board is complete in exponential time Trans IEICE J70 D 1843 1852 F C Schadd 2009 Monte Carlo Search Techniques in the Modern Board Game Thurn and Taxis PDF Thesis Maastricht University Archived from the original PDF on 2021 01 14 John Tromp Gunnar Farneback 2007 Combinatorics of Go This paper derives the bounds 48 lt log log N lt 171 on the number of possible games N John Tromp 2016 Number of legal Go positions J M Robson 1983 The complexity of Go Information Processing Proceedings of IFIP Congress pp 413 417 Christ Jan Cox 2006 Analysis and Implementation of the Game Arimaa PDF David Jian Wu 2011 Move Ranking and Evaluation in the Game of Arimaa PDF Brian Haskin 2006 A Look at the Arimaa Branching Factor A F C Arts 2010 Competitive Play in Stratego PDF Thesis Maastricht CDA Evans and Joel David Hamkins 2014 Transfinite game values in infinite chess arXiv 1302 4377 math LO Stefan Reisch Joel David Hamkins and Phillipp Schlicht 2012 The mate in n problem of infinite chess is decidable Conference on Computability in Europe 78 88 arXiv 1201 5597 a href Template Cite journal html title Template Cite journal cite journal a CS1 maint multiple names authors list link Alex Churchill Stella Biderman and Austin Herrick 2020 Magic the Gathering is Turing Complete arXiv 1904 09828 cs AI a href Template Cite arXiv html title Template Cite arXiv cite arXiv a CS1 maint multiple names authors list link Stella Biderman 2020 Magic the Gathering is as Hard as Arithmetic arXiv 2003 05119 cs AI Lokshtanov Daniel Subercaseaux Bernardo May 14 2022 Wordle is NP hard arXiv 2203 16713 cs CC See also editGo and mathematics Solved game Solving chess Shannon number list of NP complete games and puzzles list of PSPACE complete games and puzzlesExternal links editDavid Eppstein s Computational Complexity of Games and Puzzles Retrieved from https en wikipedia org w index php title Game complexity amp oldid 1171904906, wikipedia, wiki, book, books, library,

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