A method to construct knowledge table-base in k-in-a-row games

Changming Xu, Zongmin Ma, Xinhe Xu · 2009

In any k-in-a-row game, the player should always analyze each consecutive sequence in 4 directions, which consists of either the void intersections or the intersections occupied by the same color stones. Although the difficult problem in k-in-a-row game is that any void intersection on board can be placed a stone on, just like Go, however, the hints in k-in-a-row are far more than those in Go. We find it is a good method to decrease the complexity of the k-in-a-row games by using Connection to represent the states of the game position. Then, a precise classification criterion for Connection, as well as a precise classification for the intersections is given. As the high-level knowledge of games seems hard to be acquired, the program designers always resort to human masters. However, we can construct a good knowledge table-base based on above idea without masters.

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