Automatic Generation of Alternative Starting Positions for Simple Traditional Board Games

Authors: Umair Ahmed, Krishnendu Chatterjee, Sumit Gulwani

AAAI 2015 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental We present experimental results that include discovery of states of varying hardness levels for several simple gridbased board games. The presence of such states for standard game variants like 4 4 Tic-Tac-Toe opens up new games to be played that have never been played as the default start state is heavily biased.
Researcher Affiliation Collaboration Umair Z. Ahmed IIT Kanpur umair@iitk.ac.in Krishnendu Chatterjee IST Austria krishnendu.chatterjee@ist.ac.at Sumit Gulwani Microsoft Research, Redmond sumitg@microsoft.com
Pseudocode No The paper describes algorithms and methods but does not provide formal pseudocode blocks or algorithms labeled as such.
Open Source Code No The paper does not provide a direct link to open-source code for the methodology described, nor does it state that the code is available in supplementary materials or upon request.
Open Datasets No The paper refers to existing games and their rules but does not use or cite a publicly available dataset in the context of machine learning training, validation, or testing.
Dataset Splits No The paper does not discuss typical dataset splits like training, validation, and testing as it relates to machine learning models. Instead, it describes an approach to generate game states.
Hardware Specification No The paper mentions "running times" for experiments but does not specify any hardware details like CPU, GPU, or memory used.
Software Dependencies No The paper mentions "CUDD" tool, but does not provide a specific version number. No other software dependencies with version numbers are listed.
Experiment Setup Yes For the classification of a board position, we run the game between the depth-k1 vs the depth-k2 strategy 30 times. If player 1 wins (i) more than 2 3 times (20 times), then it is identified as easy (E); (ii) less than 1 3 times (10 times), then it is identified as hard (H); (iii) else as medium (M).