Professional Documents
Culture Documents
1 Introdu
tion
For the
omputer s
ien
e departmental honors proje
t, I
reated a program
for a Ri
hman version of Ti
Ta
Toe. Ri
hman games, more te
hni
ally
known as
ombinational games under au
tion bidding, are a type of game
reated by David Ri
hman in the 1980's that
ombine the aspe
ts of
ombi-
national and matrix games. The purpose of this proje
t was to understand
the theory behind a Ri
hman game, to extend in onto a game of Ti
Ta
Toe, and develop a winning strategy for the game.
The rst part of the proje
t was to understand the theory behind a Ri
h-
man game and develop a winning strategy for the
omputer in the Ri
hman
Ti
Ta
Toe game. Lazarus et al. des
ribed a winning strategy for Ri
hman
games on a graph and I simplied their algorithm to apply to only dire
ted
a
y
li
graphs. Se
tions 2-4 des
ribe Ri
hman games and the simplied al-
gorithm.
The se
ond part of the proje
t was to
ode the Ri
hman Ti
Ta
Toe
game. The
oding was broken down into a two step pro
ess. The rst step
was to
onvert the game of Ti
Ta
Toe into a dire
ted a
y
li
graph. After
the game was redu
ed into graph form, the se
ond step was to
al
ulate the
Ri
hman
osts for the entire graph so an optimal strategy for the
omputer
ould be used. Se
tion 5 des
ribes the pro
ess of
oding the Ri
hman game
of Ti
Ta
Toe.
Finally, this proje
t is still a work in progress. Se
tion 6 des
ribes the
various improvements in the proje
t that will be made over the next year.
1
2 Introdu
tion to Ri
hman Games
David Ri
hman in the late 1980s introdu
ed a new type of game theory:
Combinational Games under Au
tion Bidding or Ri
hman Games. This new
theory
ombined
hara
teristi
s of Combinational Games and Matrix Games.
In
ombinational games, su
h as
hess,
he
kers, and Nim, two players al-
ternate turns making moves. In matrix games, su
h as ro
k, paper, s
issors,
two players simultaneously make moves. In a Ri
hman game, ea
h player
begins with a xed pool of money. Before ea
h move, ea
h player simultane-
ously bids to make the move; the player who bids higher makes a move (ties
are resolved by a
oin
ip) and gives the opponent the dollar amount of the
winning bid. The loser of the bid does not make a move. This pro
ess is
repeated until a player wins.
For a Ri
hman game on a graph, the game begins with a token on a
vertex of a graph and ea
h player has a separate end vertex. The goal of
ea
h player is to move the token onto his end vertex. During ea
h move,
ea
h player bids to move the token to an adja
ent vertex and the game ends
when a player moves the token to his vertex. Lazarus et al. [1,2℄ determined
an optimal algorithm to winning a Ri
hman game on graphs. The purpose
of this paper is to elu
idate this algorithm and apply it to dire
ted a
y
li
graphs (DAGs).
2
This R(v ) ratio is known as the Ri
hman Cost Fun
tion.
other words, ( ) = f 2
S v : ( ) 2 g. Finally, given any fun
tion
w V v; w E
f : ! [0 1℄, let
V ;
f
+
(v ) = max f (w) and f (v ) = min f (w)
w2S (v) w2S (v)
With these denitions in mind, the Ri
hman Cost Fun
tion is for v 2 V
R v ( ) = (R+ (v ) + R (v ))=2
with R(b) = 0 and R(r) = 1. Or in other words, the Ri
hman
ost of v is
the average of the maximum and minimum Ri
hman
ost of v's su
essors.
Ri
hman Visit(vertex y )
olor[y ℄ = gray
for ea
h vertex z 2 S (y )
if
olor[z℄ = white
then Ri
hman Visit(z )
olor[y℄ = bla
k
3
( ) = R+ (y ) + R (y ))=2
R y
Note: This algorithm is based on the depth-rst sear
h algorithm. The
orre
tness of the algorithm
an be veried using Theorem 1 (below) and the
properties of a depth-rst sear
h.
Base Case: If the token is on b and Blue's share of the money ex
eeds
R(b) = 0, and so Blue wins sin
e the token is on Blue's end vertex.
4
Indu
tion Hypothesis: For all su
essors w of v assume if Blue's share of
the money ex
eeds R(w) when the token is on w, then Blue has a winning
strategy. Prove for v .
Blue's share of the money was greater than R(v ), so Blue's share
of the money is now greater than R(v ) (R(v ) R (v )).
Sin
e, Blue's share of the money was greater than R(v ), so Blue's
share of the money is now greater than R(v ) + (R+ (v ) R(v )).
5
This proof
an easily be reversed for Red and the Ri
hman fun
tion repla
ed
with 1 R(v ). If Blue's share of the money is less than R(v ) then Red's
share of the money is greater than 1 R(v ) and repeat the proof above to
show that Red has a deterministi
winning strategy.
There is a third
ase however, that Blue and Red's share of the money is
equal to that of R(v ). If both players play optimally, then Blue's share of
the money will
ontinue to be equal to R(v ) and the resolution of tie bids is
by a
oin
ip, so the winning of the game is now by
han
e.
6
or re
e
tions of ea
h of these six verti
es
an represent ea
h of the original
eighteen verti
es. By utilizing re
e
tions, the number of edges and verti
es
were de
reased by a fa
tor of ten.
However, Ti
Ta
Toe allows draws to o
ur when the board is lled and
there is no winner. To resolve the problem in
omputing Ri
hman
osts
for draw s
enarios, draws were de
ided to be wins for the human player.
This had the ee
t of the human player having a slight advantage if both
the human and the
omputer start with the same amount of money. With
this resolved, the Ri
hman
osts were
al
ulated and the optimum
omputer
playing strategy
ould be easily determined.
The
ode for the game is
urrently posted at www.wam.umd.edu/~mfan.
6 Improvements
This proje
t is still in the development stages. As of now, the interfa
e for
the game is very primitive and relies on the user reorientating re
e
ted and
rotated board
ongurations in his mind. In the future, a visual interfa
e
will be developed for the game. Also, there are plans to introdu
e an error
into the
omputer bidding pro
ess and
ompare the dieren
e in performan
e
between a small error and larger error in bidding.
Referen
es
[1℄ Lazarus, Andrew et al. "Ri
hman Games." In Games of No Chan
e: