Turn-Based War Chess Model and Its Search Algorithm per Turn

War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS) and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combina...

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Main Authors: Hai Nan, Bin Fang, Guixin Wang, Weibin Yang, Emily Sarah Carruthers, Yi Liu
Format: Article
Language:English
Published: Wiley 2016-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2016/5216861
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author Hai Nan
Bin Fang
Guixin Wang
Weibin Yang
Emily Sarah Carruthers
Yi Liu
author_facet Hai Nan
Bin Fang
Guixin Wang
Weibin Yang
Emily Sarah Carruthers
Yi Liu
author_sort Hai Nan
collection DOAJ
description War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS) and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also discuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose two algorithms for searching in one turn to solve the problem: (1) enumeration by order; (2) enumeration by recursion. The main difference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter uses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference between their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position. The factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed is in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations.
format Article
id doaj-art-a6959db28e774939af18d735e6426ecc
institution Kabale University
issn 1687-7047
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language English
publishDate 2016-01-01
publisher Wiley
record_format Article
series International Journal of Computer Games Technology
spelling doaj-art-a6959db28e774939af18d735e6426ecc2025-02-03T01:10:08ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552016-01-01201610.1155/2016/52168615216861Turn-Based War Chess Model and Its Search Algorithm per TurnHai Nan0Bin Fang1Guixin Wang2Weibin Yang3Emily Sarah Carruthers4Yi Liu5College of Computer Science, Chongqing University, Chongqing 400044, ChinaCollege of Computer Science, Chongqing University, Chongqing 400044, ChinaDepartment of Software Engineering, Chongqing Institute of Engineering, Chongqing 400056, ChinaCollege of Automation, Chongqing University, Chongqing 400044, ChinaCollege of International Education, Chongqing University, Chongqing 400044, ChinaPetroChina Chongqing Marketing Jiangnan Company, Chongqing 400060, ChinaWar chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS) and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also discuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose two algorithms for searching in one turn to solve the problem: (1) enumeration by order; (2) enumeration by recursion. The main difference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter uses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference between their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position. The factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed is in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations.http://dx.doi.org/10.1155/2016/5216861
spellingShingle Hai Nan
Bin Fang
Guixin Wang
Weibin Yang
Emily Sarah Carruthers
Yi Liu
Turn-Based War Chess Model and Its Search Algorithm per Turn
International Journal of Computer Games Technology
title Turn-Based War Chess Model and Its Search Algorithm per Turn
title_full Turn-Based War Chess Model and Its Search Algorithm per Turn
title_fullStr Turn-Based War Chess Model and Its Search Algorithm per Turn
title_full_unstemmed Turn-Based War Chess Model and Its Search Algorithm per Turn
title_short Turn-Based War Chess Model and Its Search Algorithm per Turn
title_sort turn based war chess model and its search algorithm per turn
url http://dx.doi.org/10.1155/2016/5216861
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AT emilysarahcarruthers turnbasedwarchessmodelanditssearchalgorithmperturn
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