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Summary Of: Arimaa

Arimaa has so far proven to be more difficult for... Arimaa was invented by... In 2002 Syed published the rules to Arimaa and announced a... Arimaa is played on a... The prohibitions on passing and repetition make Arimaa a drawless game... Originally Arimaa was drawn if all sixteen rabbits were captured... Syed changed the rules of Arimaa to eliminate the possibility of draws... Several aspects of Arimaa make it difficult for computer programs to beat good human players... An Arimaa player has nearly as many legal choices for each... In Arimaa software the speedup provided by alpha... Arimaa allows either player to delay captures for longer... whereas in Arimaa it is turn 12... The weakness of Arimaa programs in the opening phases is further magnified by the setup phase... Arimaa programs typically play better in this sort of position... An average game of Arimaa has only eight captures... top humans can often defeat top programs in Arimaa without losing a single piece... a goal for Arimaa is that the techniques involved in playing it will help the larger goals of artificial... supercomputers might already have the power to conquer Arimaa by brute force... The Arimaa Challenge has happened five times so far... Also Syed called for outside sponsorship of the Arimaa Challenge to build a bigger prize fund... make Arimaa as much of a public domain game as possible while still protecting its commercial usage... The Arimaa server game archive... Play Arimaa game on the iGoogle homepage...

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Image:Arimaa egb74.gif | Designer | abstract strategy | board game | chess | artificial intelligences | artificial intelligence | Garry Kasparov's | chess computer | Deep Blue | see below for more | chessboard | algebraic chess notation | Elephant | Camel | Horse | Dog | Cat | Rabbit | | | | a8 | b8 | c8 | d8 | e8 | f8 | g8 | h8 | a7 | b7 | c7 | d7 | e7 | f7 | g7 | h7 | a6 | b6 | c6 | d6 | e6 | f6 | g6 | h6 | a5 | b5 | c5 | d5 | e5 | f5 | g5 | h5 | a4 | b4 | c4 | d4 | e4 | f4 | g4 | h4 | a3 | b3 | c3 | d3 | e3 | f3 | g3 | h3 | a2 | b2 | c2 | d2 | e2 | f2 | g2 | h2 | a1 | b1 | c1 | d1 | e1 | f1 | g1 | h1 | | | | | | a8 | b8 | c8 | d8 | e8 | f8 | g8 | h8 | a7 | b7 | c7 | d7 | e7 | f7 | g7 | h7 | a6 | b6 | c6 | d6 | e6 | f6 | g6 | h6 | a5 | b5 | c5 | d5 | e5 | f5 | g5 | h5 | a4 | b4 | c4 | d4 | e4 | f4 | g4 | h4 | a3 | b3 | c3 | d3 | e3 | f3 | g3 | h3 | a2 | b2 | c2 | d2 | e2 | f2 | g2 | h2 | a1 | b1 | c1 | d1 | e1 | f1 | g1 | h1 | | | situational super ko rule | game of Go | cardinal directions | cardinal direction | chess-playing software | brute-force searching | alpha-beta pruning | endgame tablebases | retrograde analysis | artificial intelligence | Deep Blue | 3 October | 2003 | 3 January | 2006 | Wikibooks | Wikibooks | Game complexity | Go (board game) | Chess | Irensei | Categories | Abstract strategy games |
This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Arimaa".