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An implementation of the game Hexapawn, described in the "Mathematical Games" section of the American Scientific magazine, March, 1962.

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HexaPawnGame

A Python implementation of the game Hexapawn, described in the "Mathematical Games" section of the Scientific American magazine, March, 1962.

As described by Gardner, the goal of the game is to show how to build a machine that can learn from its mistakes, as well as victories, because it learns the bad and good moves if it loses or wins a round, respectively.

As you play against the machine, you can see that at first, it makes really bad moves. But as the rounds go by, it starts to learn which moves are bad, discarting them, and which are good, keeping them as the only possible moves for a given board configuration.

http://cs.williams.edu/~freund/cs136-073/GardnerHexapawn.pdf
https://www.youtube.com/watch?v=sw7UAZNgGg8
https://t.me/hexapawnbot

How to play the game

This game is a very simplified version of chess, containing only three pawns for each player and it's played on a 3x3 board, where the pawns initially ocupy the first and last rows of the board.

| * | * | * |
|    |   |    |
| * | * | * |

A human plays against a machine and the machine initially does not know how to play the game. The human always plays first and they alternate their moves, which are identical to the pawn moves on a traditional chess game, except for the fact that there is no pawn promotion, no en passant and it's not possible to move two squares forward on the first movement of each pawn.

The game objective is to win by placing one of your pawns on the opposite row (the initial row of your opponent), taking all of your opponent pawns or by leaving him with no legal moves on his next move.

As you play, whether the machine wins or loses, it learns by knowing which moves led to its win/loss. If it wins, it keeps the winning move and discards all of the other moves from the winning position. This is the "reward" it gets by winning the reound. If it loses, it discards the last move, which is the one that allowed the loss. This is the "punishment" it gets for losing.

This way, after a few rounds, it starts to play better, until it plays perfectly.

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An implementation of the game Hexapawn, described in the "Mathematical Games" section of the American Scientific magazine, March, 1962.

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