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/}
}