Skip to main content

Modeling Games with the Help of Quantified Integer Linear Programs

  • Conference paper
Advances in Computer Games (ACG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 7168))

Included in the following conference series:

Abstract

Quantified linear programs (QLPs) are linear programs with mathematical variables being either existentially or universally quantified. The integer variant (Quantified linear integer program, QIP) is PSPACE-complete, and can be interpreted as a two-person zero-sum game. Additionally, it demonstrates remarkable flexibility in polynomial reduction, such that many interesting practical problems can be elegantly modeled as QIPs. Indeed, the PSPACE-completeness guarantees that all PSPACE-complete problems such as games like Othello, Go-Moku, and Amazons, can be described with the help of QIPs, with only moderate overhead. In this paper, we present the Dynamic Graph Reliability (DGR) optimization problem and the game Go-Moku as examples.

Research partially supported by German Research Foundation (DFG) funded SFB 805.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Allis, L.: Searching for solutions in games and artificial intelligence. Ph.D. thesis (1994)

    Google Scholar 

  2. van Benthem, J.: An Essay on Sabotage and Obstruction. In: Hutter, D., Stephan, W. (eds.) Mechanizing Mathematical Reasoning. LNCS (LNAI), vol. 2605, pp. 268–276. Springer, Heidelberg (2005)

    Chapter  Google Scholar 

  3. Condon, J., Thompson, K.: Belle chess hardware. In: Clarke, M.R.B. (ed.) Advances in Computer Chess III, pp. 44–54. Pergamon Press (1982)

    Google Scholar 

  4. Coulom, R.: Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search. In: van den Herik, H.J., Ciancarini, P., Donkers, H.H.L.M(J.) (eds.) CG 2006. LNCS, vol. 4630, pp. 72–83. Springer, Heidelberg (2007)

    Chapter  Google Scholar 

  5. Donninger, C., Lorenz, U.: The Chess Monster Hydra. In: Becker, J., Platzner, M., Vernalde, S. (eds.) FPL 2004. LNCS, vol. 3203, pp. 927–932. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  6. Ederer, T., Lorenz, U., Martin, A., Wolf, J.: Quantified Linear Programs: A Computational Study. In: Demetrescu, C., Halldórsson, M.M. (eds.) ESA 2011. LNCS, vol. 6942, pp. 203–214. Springer, Heidelberg (2011)

    Chapter  Google Scholar 

  7. Fraenkel, A., Lichtenstein, D.: Computing a perfect strategy for n×n chess requires time exponential in n. J. Comb. Th. A 31, 199–214 (1981)

    Article  MathSciNet  MATH  Google Scholar 

  8. Fraenkel, A.S., Garey, M.R., Johnson, D.S., Schaefer, T., Yesha, Y.: The complexity of checkers on an n×n board. In: 19th Annual Symposium on Foundations of Computer Science (FOCS 1978), pp. 55–64 (1978)

    Google Scholar 

  9. Hearn, R.: Amazons is pspace-complete. Tech. Rep. cs.CC/0502013 (February 2005)

    Google Scholar 

  10. van den Herik, H., Nunn, J., Levy, D.: Adams outclassed by hydra. ICGA Journal 28(2), 107–110 (2005)

    Google Scholar 

  11. van den Herik, H., Uiterwijk, J., van Rijswijk, J.: Games solved: Now and in the future. Artificial Intelligence 134, 277–312 (2002)

    Article  MATH  Google Scholar 

  12. Hsu, F.H.: Ibm’s deep blue chess grandmaster chips. IEEE Micro 18(2), 70–80 (1999)

    Google Scholar 

  13. Hsu, F.H., Anantharaman, T., Campbell, M.: No: Deep thought. In: Computers, Chess, and Cognition, pp. 55–78 (1990)

    Google Scholar 

  14. Hyatt, R., Gower, B., H.L., N.: Cray blitz. In: Beal, D.F. (ed.) Advances in Computer Chess IV, pp. 8–18. Pergamon Press (1985)

    Google Scholar 

  15. Iwata, S., Kasai, T.: The othello game on an n*n board is pspace-complete. Theoretical Computer Science 123, 329–340 (1994)

    Article  MathSciNet  MATH  Google Scholar 

  16. Kocsis, L., Szepesvári, C.: Bandit Based Monte-Carlo Planning. In: Fürnkranz, J., Scheffer, T., Spiliopoulou, M. (eds.) ECML 2006. LNCS (LNAI), vol. 4212, pp. 282–293. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  17. Löding, C., Rohde, P.: Solving the Sabotage Game Is PSPACE-Hard. In: Rovan, B., Vojtáš, P. (eds.) MFCS 2003. LNCS, vol. 2747, pp. 531–540. Springer, Heidelberg (2003)

    Chapter  Google Scholar 

  18. Lorenz, U., Martin, A., Wolf, J.: Polyhedral and algorithmic properties of quantified linear programs. In: Annual European Symposium on Algorithms, pp. 512–523 (2010)

    Google Scholar 

  19. Papadimitriou, C.: Games against nature. J. of Comp. and Sys. Sc., 288–301 (1985)

    Google Scholar 

  20. Plaat, A., Schaeffer, J., Pijls, W., De Bruin, A.: Best-first fixed-depth game-tree search in practice. In: Proceedings of the 14th International Joint Conference on Artificial Intelligence, vol. 1, pp. 273–279. Morgan Kaufmann Publishers Inc., San Francisco (1995)

    Google Scholar 

  21. Reisch, S.: Gobang ist pspace-vollstandig (gomoku is pspace-complete). Acta Informatica 13, 5966 (1999)

    MathSciNet  Google Scholar 

  22. Robson, J.M.: The complexity of go. In: Proceedings of IFIP Congress, pp. 413–417 (1983)

    Google Scholar 

  23. Silver, D.: Reinforcement Learning and Simulation-Based Search in Computer Go. Ph.D. thesis, University of Alberta (2009)

    Google Scholar 

  24. Slate, D., Atkin, L.: Chess 4.5 - the northwestern university chess program. In: Frey, P.W. (ed.) Chess Skill in Man and Machine, pp. 82–118. Springer (1977)

    Google Scholar 

  25. Subramani, K.: Analyzing Selected Quantified Integer Programs. In: Basin, D., Rusinowitch, M. (eds.) IJCAR 2004. LNCS (LNAI), vol. 3097, pp. 342–356. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  26. Winands, M.H.M., Uiterwijk, J.W.H.M., van den Herik, H.J.: PDS-PN: A New Proof-Number Search Algorithm. In: Schaeffer, J., Müller, M., Björnsson, Y. (eds.) CG 2002. LNCS, vol. 2883, pp. 61–74. Springer, Heidelberg (2003)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Ederer, T., Lorenz, U., Opfer, T., Wolf, J. (2012). Modeling Games with the Help of Quantified Integer Linear Programs. In: van den Herik, H.J., Plaat, A. (eds) Advances in Computer Games. ACG 2011. Lecture Notes in Computer Science, vol 7168. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31866-5_23

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-31866-5_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31865-8

  • Online ISBN: 978-3-642-31866-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics