39 research outputs found

    11 x 11 Domineering is Solved: The first player wins

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    We have developed a program called MUDoS (Maastricht University Domineering Solver) that solves Domineering positions in a very efficient way. This enables the solution of known positions so far (up to the 10 x 10 board) much quicker (measured in number of investigated nodes). More importantly, it enables the solution of the 11 x 11 Domineering board, a board up till now far out of reach of previous Domineering solvers. The solution needed the investigation of 259,689,994,008 nodes, using almost half a year of computation time on a single simple desktop computer. The results show that under optimal play the first player wins the 11 x 11 Domineering game, irrespective if Vertical or Horizontal starts the game. In addition, several other boards hitherto unsolved were solved. Using the convention that Vertical starts, the 8 x 15, 11 x 9, 12 x 8, 12 x 15, 14 x 8, and 17 x 6 boards are all won by Vertical, whereas the 6 x 17, 8 x 12, 9 x 11, and 11 x 10 boards are all won by Horizontal

    Design and software implementation of heuristic and suboptimal strategies for the Mancala/Kalah game

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    One of the oldest games worldwide – the Mancala game – is focused on in this preliminary study. Namely, its the most popular version – the Kalah game – is considered. This contribution is aimed at the analysis of Kalah rules first. Further, based on these rules, some novel deterministic and suboptimal strategies are proposed. It is proved that the order of playing has a decisive impact on winning. The proposed strategies have been implemented via a simple C++/Qt application. By experiments, a human player, when playing as the second one, cannot defend the designed strategies in general. However, the same applies in reverse – when a human player begins, he/she can nearly always win. To sum up, the proposed software-based strategies are comparable to human opponents. © 2020, Springer Nature Switzerland AG

    Common variation in PHACTR1 is associated with susceptibility to cervical artery dissection

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    Cervical artery dissection (CeAD), a mural hematoma in a carotid or vertebral artery, is a major cause of ischemic stroke in young adults although relatively uncommon in the general population (incidence of 2.6/100,000 per year). Minor cervical traumas, infection, migraine and hypertension are putative risk factors, and inverse associations with obesity and hypercholesterolemia are described. No confirmed genetic susceptibility factors have been identified using candidate gene approaches. We performed genome-wide association studies (GWAS) in 1,393 CeAD cases and 14,416 controls. The rs9349379[G] allele (PHACTR1) was associated with lower CeAD risk (odds ratio (OR) = 0.75, 95% confidence interval (CI) = 0.69-0.82; P = 4.46 × 10(-10)), with confirmation in independent follow-up samples (659 CeAD cases and 2,648 controls; P = 3.91 × 10(-3); combined P = 1.00 × 10(-11)). The rs9349379[G] allele was previously shown to be associated with lower risk of migraine and increased risk of myocardial infarction. Deciphering the mechanisms underlying this pleiotropy might provide important information on the biological underpinnings of these disabling conditions

    Games Solved: Now and in the Future

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    AbstractIn this article we present an overview on the state of the art in games solved in the domain of two-person zero-sum games with perfect information. The results are summarized and some predictions for the near future are given. The aim of the article is to determine which game characteristics are predominant when the solution of a game is the main target. First, it is concluded that decision complexity is more important than state-space complexity as a determining factor. Second, we conclude that there is a trade-off between knowledge-based methods and brute-force methods. It is shown that knowledge-based methods are more appropriate for solving games with a low decision complexity, while brute-force methods are more appropriate for solving games with a low state-space complexity. Third, we found that there is a clear correlation between the first-player's initiative and the necessary effort to solve a game. In particular, threat-space-based search methods are sometimes able to exploit the initiative to prove a win. Finally, the most important results of the research involved, the development of new intelligent search methods, are described
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