Skip to main content

The Graph-History Interaction Problem in Chinese Chess

  • Conference paper
  • 896 Accesses

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 4250))

Abstract

Chinese-chess rules for cyclic moves differ from Western-chess rules in two respects. First the outcome of a cyclic game can be a win, a loss, or a draw. Second, depending on the plies made inside a loop, there are up to 16 rules a player can violate when a loop occurs. However, the same rule has to be violated three times in a row, i.e., in three consecutive loops, in order to lose a game. Therefore, a player can violate different rules in three cycles and still achieve a draw. In contrast, Western-chess rules always define a game as a draw after three consecutive loops. This paper reports on an adequate implementation of the Chinese-chess rules used to decide the outcome of a game when it falls into loops. The rules are proposed by the Asia Chinese-Chess Association.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   64.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   84.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Beal, D.F.: The Nature of Minimax Search. PhD thesis, Universiteit Maastricht (1999)

    Google Scholar 

  2. Breuker, D.M., van dan Herik, H.J., Uiterwijk, J.W.H.M.: A solution to the GHI Problem for Best-First Search. In: van den Herik, H.J., Iida, H. (eds.) CG 1998. LNCS, vol. 1558, pp. 25–49. Springer, Heidelberg (1999)

    Chapter  Google Scholar 

  3. Campbell, M.: The Graph-History Interaction: on Ignoring Position History. In: Proceedings of the 1985 ACM annual conference on the range of computing: mid-80’s perspective, pp. 278–280. ACM Press, New York (1985)

    Chapter  Google Scholar 

  4. China Xiangqi Association. The Playing Rules of Chinese Chess (in Chinese). Shanghai Lexicon Publishing Company (1999) IBSN: 7-5326-0556-6

    Google Scholar 

  5. Chu, F.-L.: Comments on the First World Computer Chinese Chess Championship. Chinese chess column in Merit Times Daily News (July 5, 2004)

    Google Scholar 

  6. Guo, W.-C.: Private communication (April 2005)

    Google Scholar 

  7. Heinz, E.A.: Scalable Search in Computer Chess. Vieweg (2000) ISBN: 3-528-05732-7

    Google Scholar 

  8. Hong Kong Chinese Chess Association. Asia Xiang Qi rules, English Translation by Eric Wu (1989), http://www.clubxiangqi.com/rules/asiarule.htm

  9. IIS Computer Chinese Chess Research Club. Private communication — an algorithmic definition of Asia Chinese chess rules (in Chinese). Institute of Information Science, Academia Sinica, Taiwan, 5 pages (March 2004) (unpublished manuscript)

    Google Scholar 

  10. Kishimoto, A., Müller, M.: A Solution to the GHI Problem for Depth-First Proof-Number Search. In: Proceedings of 2003 Joint Conference on Information Sciences, pp. 489–492 (2003)

    Google Scholar 

  11. Kishimoto, A., Müller, M.: A General Solution to the Graph History Interaction Problem. In: Proceedings of Nineteenth National Conference on Artificial Intelligence, pp. 644–649 (2004)

    Google Scholar 

  12. Reinefeld, A.: An Improvement of the Scout Tree Search Algorithm. ICCA Journal 6(4), 4–14 (1983)

    Google Scholar 

  13. Tsao, K.-M., Li, H., Hsu, S.-C.: Design and Implementation of a Chinese Chess Program. In: Levy, D.N.L., Beal, D.F. (eds.) Heuristic Programming in Artificial Intelligence. The Second Computer Olympiad, pp. 108–118. Ellis Horwood Ltd., Chichester (1991)

    Google Scholar 

  14. Wu, K.-c.: Graph History Interaction Problem in Computer Chinese Chess (in Chinese). Master thesis, Graduate Institute of CSIE, National Taiwan University, Taipei, Taiwan (2005)

    Google Scholar 

  15. Wu, K.-c., Hsu, T.-s., Hsu, S.-C.: Contemplation Wins Chinese-chess Tournament. ICGA Journal 27(3), 172–173 (2004)

    MathSciNet  Google Scholar 

  16. Xu, S.-Y.: Xiangqi Qili Yu Daipan Jumian De Caijue (Rulings of Chinese Chess Games that are not Clearly Stated in the Current Rules). People’s Athelete Pulishing Co. (2000) (in Chinese) ISBN: 7-5009-1925-5

    Google Scholar 

  17. Yen, S.-J., Chen, J.-C., Hsu, S.-C.: The 2004 World Computer Chinese-Chess Championship. ICGA Journal 27(3), 186–188 (2004)

    Google Scholar 

  18. Yen, S.-J., Chen, J.-C., Yang, T.-N., Hsu, S.-C.: Computer Chinese Chess. ICGA Journal 27(1), 3–18 (2004)

    Google Scholar 

  19. Zobrist, A.L.: A New Hashing Method with Applications for Game Playing. Technical Report 88, Department of Computer Science, University of Wisconsin, Madison, USA (1970); Also in ICCA journal 13(2), 69–73 (1990)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2006 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Wu, Kc., Hsu, SC., Hsu, Ts. (2006). The Graph-History Interaction Problem in Chinese Chess. In: van den Herik, H.J., Hsu, SC., Hsu, Ts., Donkers, H.H.L.M.(. (eds) Advances in Computer Games. ACG 2005. Lecture Notes in Computer Science, vol 4250. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11922155_13

Download citation

  • DOI: https://doi.org/10.1007/11922155_13

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-48887-3

  • Online ISBN: 978-3-540-48889-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics