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Re: Arimaa review in Italian game magazine
« Reply #1 on: Mar 7th, 2011, 11:56am » |
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Here is the English translation of the article using translate.google.com: A few years ago the challenge of a chess grandmaster and a computer trained to play at masterly brought back to the forefront of public play of the King was the result of the challenge victory of the machine. The success of a cold intelligence of silicon on a sample of Chess likes of Garry Kasparov stimulated a young computer engineer, specializing in artificial intelligence, to create a game that would put any difficulty in even the most advanced computer. Syed Omar wanted to create a game that one part was able to blow up a bit and Deep Blue the other was his son plays for four years, Aamir. Arimaa was conceived in 2002, a game that can use the chess pieces, but with different rules. Although you can easily use the classic horses, towers and all that the author preferred to stylize the pieces with a variety of animals: elephants, camels, wolves, cats and rabbits so that even the children could be attracted to the game. If each chess piece has its own move and anyone can catch all the roles in this game are reversed, the pieces all move the same way, but the most powerful pieces blocking the weakest (something similar happens in Stratego). Further differences are in the board, the F6, c6, f3 and c3 blacks are holes where the pieces do not protected are captured, and the initial deployment, which is decided by the players themselves. Arimaa (Omar Syed - 2002) Player two (gold, silver). Materials for the game, a 8x8 board, with four boxes called traps (f6, c6, f3 and c3). Each player has included 8 rabbits, an elephant, a camel, two horses, two wolves, two cats. Start the game, the board is initially empty. The play free gold square his sixteen pieces on the first two rows, after which the player touches silver. The player gold makes the first move. The aim of the game, the victory goes to the player who One leads a rabbit on his line farther away. Another condition for victory is to capture all the pieces opponents pushing or pulling them into the traps. The game, in his turn the player can move from one to four pieces or the same or more pieces times. For example, elephant, camel, elephant, cat. Important that the disposition of the end of the shift pieces is different from that of departure. Movement piece, any piece can be moved only one square orthogonally adjacent free. Bunnies can not be moved backwards. Moving opponent's piece, with just two moves a piece can move a bit weaker opponent. The hierarchy: elephant, camel, horse, dog, cat and rabbit. Pull a piece, the stronger piece moves an empty box, and its starting square is occupied by the weaker piece. Push a piece, the piece is weaker moved to a free adjacent square, and its starting square is occupied by the piece stronger. You can not push and pull simultaneously. Frozen cuts, a piece adjacent to a stronger opponent is frozen, unless it is also adjacent to a piece of your color. The pieces frozen can not be moved by the player, but can be moved by the opponent. A piece frozen may also freeze a weaker one. Capture pieces, a piece that leads to a trap is captured and removed from the game, unless it is not adjacent to a piece of the same color. End game, there are special cases where the consignment ends; - At the beginning of his turn the player has all pieces frozen, you lose the game. - The same position is repeated three pieces times. - All sixteen rabbits are caught in this If the game is lost.
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