Strategy for chinese checkers3/19/2023 ![]() It is not unusual when playing with three or fewer players to increase the number of marbles used, adding up to five more per person. A player can move her marbles in any direction across or around the board. Each player takes turns, usually moving in a clockwise manner, or, traveling to the player to the left. A good way to determine who goes first is by flipping a coin or some similar ‘luck-of-the-draw’ type of system.Īs with the 2-player version, the players should begin with an empty, unused starting triangle between each person. The players take turns, alternating between each other. Another popular way to begin is that the players are positioned directly opposite each other, each starting in the opponent’sĭestination triangle. When there are only two players, their starting triangles should have at least one unused starting triangle between them. The basic Chinese Checkers rules apply regardless of how many people are playing. Unlike traditional checkers, marbles that are jumped over are not removed from the playing board. A player can jump over any color of marble including her own. A player can jump in a straight line over any neighboring marble and can continue jumping over neighboring marbles as long as she desires. ![]() The second way a player can move a marble is by ‘jumping’ over another marble. Marbles can be moved in any direction, forward or backward, one hole at a time. The first is to move one marble into an empty, adjacent hole. A player can move her marbles in one of two ways. Players take turns moving their marbles and can move only one marble per turn. The objective is for each player to move all of their marbles across the board toward the triangle that is on the opposite side of the playing board (the destination triangle). The marbles are usually the same color as the player’s starting triangle. In a standard game, each player begins with ten marbles which are placed in ten corresponding holes in her starting triangle. Each player is assigned one of the colored triangles as a starting point (the starting triangle). Chinese checkers is a game for two to six players. Actually, learning how to play Chinese checkers is very simple. AAAI Press, Vancouver, British Columbia, Canada, Jul 2007.You might ask how do you play Chinese checkers. In: Twenty-Second AAAI Conference on Artificial Intelligence (AAAI), pp. Zhou, R., Hansen, E.A.: Parallel structured duplicate detection. In: International Joint Conference on Artificial Intelligence (IJCAI), pp. Sturtevant, N., Rutherford, M.: Minimizing writes in parallel external memory search. Sturtevant, N.: Multi-player games: Algorithms and approaches. In: Cazenave, T., Winands, M.H.M., Saffidine, A. Sturtevant, N.R., Saffidine, A.: A study of forward versus backwards endgame solvers with results in chinese checkers. In: Schaeffer, J., Müller, M., Björnsson, Y. Sturtevant, N.: A comparison of algorithms for multi-player games. In: IJCAI Workshop on Computer Games (2015) Sturtevant, N.: Challenges and progress on using large lossy endgame databases in chinese checkers. Silver, D., et al.: A general reinforcement learning algorithm that masters chess, shogi, and go through self-play. Schaeffer, J., et al.: Checkers is solved. ![]() In: Van Den Herik, H.J., Iida, H., Heinz, E.A. Schaeffer, J., Björnsson, Y., Burch, N., Lake, R., Lu, P., Sutphen, S.: Building the checkers 10-piece endgame databases. Schadd, M.P., Winands, M.H.: Best reply search for multiplayer games. In: Cazenave, T., Winands, M.H.M., Iida, H. Roschke, M., Sturtevant, N.R.: UCT enhancements in chinese checkers using an endgame database. Romein, J.W., Bal, H.E.: Solving awari with parallel retrograde analysis. In: AAAI Conference on Artificial Intelligence, pp. Korf, R.E.: Minimizing disk i/o in two-bit breadth-first search. In: Twenty-First International Joint Conference on Artificial Intelligence (2009) Henderson, P., Arneson, B., Hayward, R.B.: Solving 8x8 hex. In: Dengel, A.R., Berns, K., Breuel, T.M., Bomarius, F., Roth-Berghofer, T.R. Sage, Thousand Oaks (2009)Įdelkamp, S., Kissmann, P.: Symbolic classification of general two-player games. Ĭarlisle, R.P.: Encyclopedia of Play in Today’s Society, vol. In: van den Herik, H.J., Hsu, S.-C., Hsu, T.-S., Donkers, H.H.L.M.J. thesis, Vrije Universiteit (1988)ījörnsson, Y., Schaeffer, J., Sturtevant, N.R.: Partial information endgame databases. thesis, Maastricht University (1994)Īllis, V.: A knowledge-based approach of Connect-Four-the game is solved: White wins. Allis, L.V.: Searching for Solutions in Games and Artificial Intelligence. ![]()
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