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Arimaa is a two-player board game invented by Omar Syed, a computer engineer trained in artificial intelligence. Syed was inspired by Garry Kasparov's defeat at the hands of the chess computer Deep Blue to design a new game which would be difficult for computers to play well, but would have rules simple enough for his four-year-old son Aamir to understand. ("Arimaa" is "Aamir" spelled backwards plus an initial "a"). In 2002 Syed published the rules to Arimaa and announced a $10,000 prize, available yearly through 2020, for the first computer program (running on inexpensive, off-the-shelf hardware) able to defeat a top-ranked human player in a match six games or longer. Syed has applied for a patent on the Arimaa rules, and the name "Arimaa" is trademarked; see below for more.Challenge HistoryThe Arimaa Challenge has happened three times so far. Prior to the third match, Syed changed the format to require the software to win two out of three games against each of three players, to reduce the psychological pressure on individual volunteer defenders. Also Syed launched a program to encourage sponsorship of the Arimaa Challenge, and hopefully build a bigger prize fund.In each of the three challenge cycles David Fotland, who is also the developer of , won the Arimaa Computer Championship and the right to play for the prize money, only to see his program beaten decisively each year. In 2006 the human players won six of the nine games without losing a piece. The only victory for the computer was the final game, in which it was given material odds of a camel, roughly comparable to queen odds in chess. RulesArimaa is played on a chessboard with four squares distinguished as trap squares, namely c3, f3, c6, and f6 in algebraic chess notation. The two players, Gold and Silver, each control sixteen pieces: these are, in order from strongest to weakest, one elephant, one camel, two horses, two dogs, two cats, and eight rabbits. The pieces may be represented by the chess king, queen, rooks, bishops, knights, and pawns respectively; Gold can be represented by white, and Silver by black.The objective of the game is to move a rabbit of one's own color onto the home rank of the opponent. Thus Gold wins by moving a gold rabbit to the eighth rank, and Silver wins by moving a silver rabbit to the first rank. However, because it is difficult to usher a rabbit to the goal line while the board is full of pieces, an intermediate objective is to capture opposing pieces by pushing or pulling them into the trap squares. The game begins with an empty board. Gold places the sixteen gold pieces in any configuration on the first and second ranks. Silver then places the sixteen silver pieces in any configuration on seventh and eighth ranks. The diagram at right shows one possible initial placement. After the pieces are placed on the board, the players alternate turns, starting with Gold. A turn consists making of one to four steps. With each step a friendly piece may move into an unoccupied square one space left, right, forward, or backward, except that rabbits may not step backward. The steps of a turn may be made by a single piece or distributed between several pieces in any order. A turn must make a net change to the position. Thus one may not, for example, take one step forward and one step back with the same piece, effectively passing the turn. The diagram at left, from the as the initial position above, helps illustrate the remaining rules of movement. A player may use two steps of a turn to dislodge an opposing piece with a stronger friendly piece which is adjacent. For example, a friendly dog may dislodge an opposing rabbit or cat, but not a dog, horse, camel, or elephant. The stronger piece may pull or push the adjacent weaker piece. When pulling, the stronger piece steps into an empty square, and the square it came from is occupied by the weaker piece. The silver elephant on d5 could step to d4 (or c5 or e5) and pull the gold horse from d6 to d5. When pushing, the weaker piece is moved to an adjacent empty square, and the square it came from is occupied by the stronger piece. The gold elephant on d3 could push the silver rabbit on d2 to e2 and then occupy d2. Note that the rabbit on d2 can't be pushed to d1, c2, or d3, because those squares are not empty. [ Visit the complete Wikipedia entry for Arimaa ] | Searches on eBay |
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