Before chess came to Northern Europe there was Tafl, a family of asymmetric strategy board games associated strongly with the Vikings. The purpose of this paper is to study the combinatorial state-space complexity of an Irish variation of Tafl called Brandubh. Brandubh was chosen because of its asymmetric goals for the two players, but also its overall complexity well below that of chess, which should make it tractable for strong solving. Brandubh's rules and characteristics are used to gain an understanding of the overall state-space complexity of the game. State-spaces will consider valid piece positions, a generalized rule set, and accepted final state conditions. From these states the upper bound for the complexity of strongly solving Brandubh is derived. Great effort has been placed on thoroughly accounting for all potential states and excluding invalid ones for the game. Overall, the upper bound complexity for solving the game is around 10^14 states, between that of connect four and draughts (checkers).
翻译:在进入北欧之前,有Tafl(Tafl),这是一个与维京人密切相关的不对称战略棋盘游戏的大家庭。本文的目的是研究爱尔兰变种Tafl(称为Brandubh)的爱尔兰变种(称为Brandubh)的组合式状态-空间复杂性。选择Brandubh是因为它是为了两个球员的不对称目标,但也是因为它的总体复杂性远远低于象棋的不对称目标,而象棋的复杂程度应使其可以被强有力地解决。Brandubh的规则和特点被用来了解游戏的总体状态-空间复杂性。国家空间将考虑有效的片位位置、通用规则集和可接受的最终状态条件。从这些州中,强烈解决Brandubh的复杂性的上限被推算出来。 已经做出了巨大的努力,彻底计算了所有潜在国家,排除了游戏的无效状态。 总体而言,解决游戏的上限复杂性约为10°14州,介于连接四州和德拉霍特州之间。