Modeling the Game of Arimaa with Linguistic Geometry
Jos´ e Roberto Mercado Vega and Zvi Retchkiman K¨ onigsberg
Abstract— A computer defeated a chess world champion for
the first time in 1997. This event inspired Omar Syed to develop
the game of Arimaa. He intended to make it difficult to solve
under present search approaches. Linguistic Geometry is a
technique that offers a formal method based on the expertise
of human chess masters, to make the development of complex
heuristics easier. This article introduces a Linguistic Geometry
based model for the game of Arimaa. It gives implementation
for each of the essential components of Linguistic Geometry:
trajectories, zones, translations and searches. A test case is given
and it is used as input for a software implementation of the
proposed model. The results given by the software are compared
against the analysis made by a human player.
I. I NTRODUCTION
To study games, they can be represented through large
trees. These trees include every possible evolution of the
game. Searching through the game’s tree for a solution of the
game is the current approach in computer sciences. To reduce
the execution time of game search algorithms, heuristics are
used during the analysis of the game’s tree. A heuristic is an
estimation mechanism or a rule of thumb. Heuristics were
first proposed by Claude Shannon [7]. The most popular
search algorithms through general trees are depth-first, breath
first and best first, while for search in games trees are
minimax and alpha-beta [4].
Games are an interesting area of study because of their
complexity, it is believed that techniques used for solving
some games can also be used to solve other kind of problems.
In particular, the study of chess has excelled. A new game
called Arimaa was created by Omar and Aamir Syed [10].
They were inspired by the defeat of Garry Kasparov against
the supercomputer Deep Blue. The game of Arimaa is a two
player complete information, zero-sum game with no random
factors. Arimaa was released in 2002 and it was designed
to be complex to play well under traditional game search
algorithms. This was done with the purpose of fomenting
the development of new, ground breaking techniques. A
challenge was published along the rules of the game, it
consists of a prize of $10,000 USD for anyone who creates
a computer program capable of defeating a human expert in
a competition of six games.
Many computer programs have participated in the Ari-
maa challenge. The vast majority of them are based on
conventional alpha-beta search algorithms. An example of
an Arimaa design is that of David Fotland: “Building a
World Champion Arimaa Program” [2]. Fotland’s program
was champion of the Arimaa tournament in 2004, this is
a tournament only for software. Fotland’s program was
defeated by a human expert (Omar Syed).
R. Mercado and Z. Retchkiman are with Instituto Polit´ ecnico Nacional
CIC, Mexico, e-mail: dragonslayking@yahoo.co.uk, mzvi@cic.ipn.mx
Haizhi Zhong published his master thesis in 2005 under
the title: “Building a Strong Arimaa-playing Program” [11].
Zhong’s program is based on alpha-beta reductions with
some optimizations on the evaluation function based on some
Arimaa tactics and selective generation of the movements. It
also uses a transposition table and play ordering.
In 2006 Christian-Jan Cox published his master thesis:
“Analysis and Implementation of the Game Arimaa” [1]. In
this work Cox proposes a program called Coxa. It is based
on an alpha-beta search algorithm with some optimizations
along a transposition table. Cox tests multiple variations of
the evaluation function and registers the results. None of the
variants of the heuristics represents notable improvements
over the search method.
A promising modeling technique that has its own po-
tential is Linguistic Geometry (LG). LG was created by
Boris Stilman [8], and has had a slow, though constant,
development. From its origin LG was proposed in accordance
to the way of thinking of some human chess experts. LG
was developed around a class of games called abstract board
games (ABG’s). Processing along LG is done through a
hierarchy of formal grammars. The levels of this hierarchy
are: trajectories, webs, translations and searches.
This article presents a Linguistic Geometry based model
for the game of Arimaa. The tools of LG are used to create
the model, with some variations to make them adequate for
the game of Arimaa. The model is used to implement one
of the most common tactics of the game of Arimaa. To test
the model a software implementation of the same is used and
applied in some chosen positions of the game of Arimaa. Up
to date, there is no published work which mixes Arimaa and
Linguistic Geometry.
II. ARIMAA
A. The rules of Arimaa
In order to play Arimaa, only a chess board and a set
of chess pieces are needed. However, some changes to the
rules have to be made. First off, the 64 cells of the board
are equal, except for the cells c3, f3, c6 and f6 (according to
chess algebraic notation). In Arimaa these are known as trap
cells. Instead of black and white pieces, in Arimaa gold and
silver are used respectively. Just as in chess, each player has
16 pieces of 6 different types. In descending weight order
these are: elephant, camel, two horses, two dogs, two cats
and eight rabbits.
Remark 1: By convention, diagrams presented have gold
player on the lower rows (1 and 2) and silver on the upper
rows (7 and 8). Also, gold pieces are shown facing to the
right, while silver pieces are facing to the left.
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