Changes in Representation Which Preserve Strategies in Games
Abstract
One reason for changing the representation of a game is to make it similar to a previously solved one. As a definition of similarity, people have previously often proposed homomorphism-like structures. One such structure, the s -homomorphism, is defined and studied in this paper. It is indicated that a useful winning strategy exists for any game in a general class called, games. A set of sufficient conditions is derived which a game has to fulfill to have an s0-homomorphism with a positional game. The conditions are exemplified by applying it to a class of games shown by Newell to be representable as tic-tac-toe.
Cite
Text
Banerji and Ernst. "Changes in Representation Which Preserve Strategies in Games." International Joint Conference on Artificial Intelligence, 1971.Markdown
[Banerji and Ernst. "Changes in Representation Which Preserve Strategies in Games." International Joint Conference on Artificial Intelligence, 1971.](https://mlanthology.org/ijcai/1971/banerji1971ijcai-changes/)BibTeX
@inproceedings{banerji1971ijcai-changes,
title = {{Changes in Representation Which Preserve Strategies in Games}},
author = {Banerji, Ranan B. and Ernst, George W.},
booktitle = {International Joint Conference on Artificial Intelligence},
year = {1971},
pages = {651},
url = {https://mlanthology.org/ijcai/1971/banerji1971ijcai-changes/}
}