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Review of Kalah Game research and the proposition of a novel heuristic-deterministic algorithm compared to tree-search solutions and human decision-making

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989100%3A27240%2F20%3A10245844" target="_blank" >RIV/61989100:27240/20:10245844 - isvavai.cz</a>

  • Alternative codes found

    RIV/70883521:28140/20:63526265

  • Result on the web

    <a href="https://www.mdpi.com/2227-9709/7/3/34#cite" target="_blank" >https://www.mdpi.com/2227-9709/7/3/34#cite</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.3390/INFORMATICS7030034" target="_blank" >10.3390/INFORMATICS7030034</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Review of Kalah Game research and the proposition of a novel heuristic-deterministic algorithm compared to tree-search solutions and human decision-making

  • Original language description

    The Kalah game represents the most popular version of probably the oldest board game ever-the Mancala game. From this viewpoint, the art of playing Kalah can contribute to cultural heritage. This paper primarily focuses on a review of Kalah history and on a survey of research made so far for solving and analyzing the Kalah game (and some other related Mancala games). This review concludes that even if strong in-depth tree-search solutions for some types of the game were already published, it is still reasonable to develop less time-consumptive and computationally-demanding playing algorithms and their strategies Therefore, the paper also presents an original heuristic algorithm based on particular deterministic strategies arising from the analysis of the game rules. Standard and modified mini-max tree-search algorithms are introduced as well. A simple C++ application with Qt framework is developed to perform the algorithm verification and comparative experiments. Two sets of benchmark tests are made; namely, a tournament where a mid-experienced amateur human player competes with the three algorithms is introduced first. Then, a round-robin tournament of all the algorithms is presented. It can be deduced that the proposed heuristic algorithm has comparable success to the human player and to low-depth tree-search solutions. Moreover, multiple-case experiments proved that the opening move has a decisive impact on winning or losing. Namely, if the computer plays first, the human opponent cannot beat it. Contrariwise, if it starts to play second, using the heuristic algorithm, it nearly always loses. (C) 2020 by the authors.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database

  • CEP classification

  • OECD FORD branch

    10200 - Computer and information sciences

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2020

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Informatics

  • ISSN

    2227-9709

  • e-ISSN

  • Volume of the periodical

    7

  • Issue of the periodical within the volume

    3

  • Country of publishing house

    CH - SWITZERLAND

  • Number of pages

    27

  • Pages from-to

  • UT code for WoS article

  • EID of the result in the Scopus database

    2-s2.0-85092458546