DocumentCode
2995543
Title
Special multimodality in renju game
Author
Oda, M. ; Womack, B.F.
Author_Institution
Nagoya University, Nagoya, Japan
fYear
1970
fDate
7-9 Dec. 1970
Firstpage
166
Lastpage
166
Abstract
This paper presents some aspects of a special multimodality in a two-person game-renju (a Japanese alignment game on a board); the authors believe such a renju multimodality will surely be a new base of ideas and understanding of adaptive processes in artificial intelligence requiring multimodal optimum search. After introducing renju rules, and basic renju technical terms and strategies, this paper develops the necessary concepts such as distance between any two points, four directions, string, jumstring, costring, dead (jum-)string,and criterion function of a placed stone (piece or chip) on a renju board. The essential aspects of renju multimodality studied here are as follows: possible values of the criterion function, the realized number of the highest peak (lowest valley) formed by the criterion function within a game, height of maximum peak vs. the issue of the game, possible number of the highest peak (lowest valley), illustration of the criterion function, developing processes of peak and valley, adaptive mobility of the optimum point, and practical appearance of the multimodality of renju problems.
Keywords
Adaptive control; Artificial intelligence; Automatic control; Books; Games; Laboratories; Optimization methods;
fLanguage
English
Publisher
ieee
Conference_Titel
Adaptive Processes (9th) Decision and Control, 1970. 1970 IEEE Symposium on
Conference_Location
Austin, TX, USA
Type
conf
DOI
10.1109/SAP.1970.270006
Filename
4044661
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