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Discovery of the Characteristics of the Cubic Othello Chessboard and its Implementation of Visualization Expert System

Published: 02 July 2024 Publication History

Abstract

The standard planar Othello game has 8 (rows) * 8 (columns) = 64 (squares). Although this planar Othello game has been solved, this paper still proposes a new problem based on this foundation: Has the originally evenly matched situation between the first move and second move sides changed in the game of Othello played on a cubic board?
Certainly, it is not very suitable for people to play against each other, because playing cubic Othello in a real-world environment is very difficult. Even if it is changed to the smallest cubic Othello board with 4 (squares) * 6 (faces) = 24 (squares). Playing cubic Othello is very challenging because it requires understanding the characteristics of cubic Othello and making clear definitions of the ways of moving. Only in this way can we attempt to apply artificial intelligence (AI) techniques to cubic Othello and develop an expert system that can play chess on a cubic Othello board.
Machine learning (ML) is a computer technique that uses a lot of input and output data to train software to understand correlations between the two. But before using ML techniques, we first used Monte Carlo simulations to predict the possible outcomes that would occur in cubic Othello. Monte Carlo simulation predicts that the winning rate of the first move (black) of cubic Othello is about 20%, while the winning rate of the second move (white) is about 80%. Clearly, in 4 (squares) * 6 (faces) cubic Othello, the second move has an advantage.
Furthermore, the expert system proposed in this paper that is trained using the Web GPU on a personal computer can be executed on any contemporary browser. The training that originally took tens of days to complete using CPU memory on a personal computer can now be completed in tens of minutes in the Web GPU of a personal computer. This clearly shows that the significant benefits that can be achieved by effectively utilizing the GPU memory on a personal computer have surpassed the use of a large CPU memory computer.

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References

[1]
M. Buro. 1995. Logistello: A Strong Learning Othello Program. 19th Annual Conference Gesellschaft für Klassifikation e.V., Basel.
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Nicholas Metropolis, Arianna W. Rosenbluth, Marshall N. Rosenbluth, Augusta H. Teller, Edward Teller. 1953. Equation of State Calculations by Fast Computing Machines. J. Chem. Phys. 21, 1087–1092 (1953).
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Gurari, Eitan. 1990. "CIS 680: DATA STRUCTURES: Chapter 19: Backtracking Algorithms". Archived from the original on 17 March 2007.
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Watkins, C.J.C.H. 1989. Learning from Delayed Rewards. PhD Thesis, University of Cambridge, England.
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A. L. Samuel. 1959. Some Studies in Machine Learning Using the Game of Checkers. IBM Journal of Research and Development, vol. 3, no. 3, pp. 210-229.
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Fix E., Hodges J.L. 1951. "Discriminatory Analysis. Nonparametric Discrimination: Consistency Properties". Tech. rep. 21-49-004, USAF School of Aviation Medicine, Randolph Field, Texas.
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Google Research. 2015. "TensorFlow: Large-scale machine learning on heterogeneous systems". https://tensorflow.org
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Daniel Shiffman. 2018. A Beginner's Guide to Machine Learning in JavaScript. https://thecodingtrain.com
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Hiroki Takizawa. 2023. Othello is Solved. arXiv (2023).
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Lauren McCarthy, Casey Reas, Ben Fry. 2015. "Getting Started with p5.js: Making Interactive Graphics in JavaScript and Processing". Make Community, LLC.
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Tony Parisi. 2012. "WebGL: Up and Running: Building 3D Graphics for the Web". O'REILLY.

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I-DO '24: Proceedings of the 2024 International Conference on Information Technology, Data Science, and Optimization
May 2024
118 pages
ISBN:9798400709180
DOI:10.1145/3658549
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 July 2024

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Author Tags

  1. Artificial Intelligence
  2. Cubic Chessboard
  3. K-Nearest Neighbors Algorithm
  4. Machine Learning
  5. Othello Game
  6. Web GPU

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  • Refereed limited

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Feel sorry! I don't know why my paper couldn't be accepted by the system, so I'm sending it here. grateful. https://dl.acm.org/doi/10.1145/3658549.3658550#ido24-1.zip

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