An abstract strategy game is a type of strategy game that has minimal or no narrative theme, an outcome determined only by player choice (with minimal or no randomness), and in which each player has perfect information about the game. [1] [2] For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information.
Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as Continuo , Octiles, Can't Stop , and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to incorporate hidden information without using any random elements; the best known example is Stratego .
Traditional abstract strategy games are often treated as a separate game category, hence the term 'abstract games' is often used for competitions that exclude them and can be thought of as referring to modern abstract strategy games. Two examples are the IAGO World Tour (2007–2010) and the Abstract Games World Championship held annually since 2008 as part of the Mind Sports Olympiad. [3]
Some abstract strategy games have multiple starting positions of which it is required that one be randomly determined. For a game to be one of skill, a starting position needs to be chosen by impartial means. Some games, such as Arimaa and DVONN , have the players build the starting position in a separate initial phase which itself conforms strictly to combinatorial game principles. Most players, however, would consider that although one is then starting each game from a different position, the game itself contains no luck element. Indeed, Bobby Fischer promoted randomization of the starting position in chess in order to increase player dependence on thinking at the board. [4]
As J. Mark Thompson wrote in his article "Defining the Abstract", play is sometimes said to resemble a series of puzzles the players pose to each other: [5] [6]
There is an intimate relationship between such games and puzzles: every board position presents the player with the puzzle, What is the best move?, which in theory could be solved by logic alone. A good abstract game can therefore be thought of as a "family" of potentially interesting logic puzzles, and the play consists of each player posing such a puzzle to the other. Good players are the ones who find the most difficult puzzles to present to their opponents.
Many abstract strategy games also happen to be "combinatorial"; i.e., there is no hidden information, no non-deterministic elements (such as shuffled cards or dice rolls), no simultaneous or hidden movement or setup, and (usually) two players or teams take a finite number of alternating turns .
Many games which are abstract in nature historically might have developed from thematic games, such as representation of military tactics. [7] In turn, it is common to see thematic version of such games; for example, chess is considered an abstract game, but many thematic versions, such as Star Wars-themed chess, exist.
There are also many abstract video games, which include open ended solutions to problems, one example is Shapez, [8] a game which you must deliver a set amount of shapes, but it is entirely up to you how to do so.
Mancala is among the oldest known games to still be widely played today. Chess is believed to have originated in northwest India, in the Gupta Empire (c. 280–550), [9] [10] [11] [12] where its early form in the 6th century was known as chaturaṅga (Sanskrit : चतुरङ्ग), literally four divisions [of the military] – infantry, cavalry, elephants, and chariotry, represented by the pieces that would evolve into the modern pawn, knight, bishop, and rook, respectively. Chaturanga was played on an 8×8 uncheckered board, called ashtāpada . [13] Shogi was the earliest chess variant to allow captured pieces to be returned to the board by the capturing player. [14] This drop rule is speculated to have been invented in the 15th century and possibly connected to the practice of 15th century mercenaries switching loyalties when captured instead of being killed. [15]
As civilization advanced and societies evolved, so too did strategy board games. New inventions such as printing technology in the 15th century allowed for mass production of game sets, making them more accessible to people from various social classes. Games like backgammon and mancala became popular during this time, showcasing different styles of strategic gameplay. [16]
A board resembling a Draughts board was found in Ur dating from 3000 BC, found by British archaeologist Sir Leonard Woolley in the 1920s. [16] [17] In the British Museum are specimens of ancient Egyptian checkerboards, found with their pieces in burial chambers, and the game was played by Queen Hatasu. [18] [19] Plato mentioned a game, πεττεία or Petteia , as being of Egyptian origin, [19] and Homer also mentions it. [19] The game was later imported into the Roman Empire under the name ludus latrunculorum. [20]
Go was considered one of the four essential arts of the cultured aristocratic Chinese scholars in antiquity. The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan [21] [22] (c. 4th century BC). [23]
Englishmen Lewis Waterman [24] and John W. Mollett both claim to have invented the game of Reversi in 1883, each denouncing the other as a fraud. The game gained considerable popularity in England at the end of the nineteenth century. [25] The game's first reliable mention is on 21 August 1886 edition of The Saturday Review .[ citation needed ]
After the end of World War 2, these games became more complex. Risk (game) and Diplomacy (game) were released in the 1950s. Risk saw the player try to conquer the world from other players after claiming land at the start of the game, while Diplomacy saw the player go back to Europe during the time just before The Great War, to build alliances with other players, as to secure his safety and victory.
Analysis of "pure" abstract strategy games is the subject of combinatorial game theory. Abstract strategy games with hidden information, bluffing, or simultaneous move elements are better served by Von Neumann–Morgenstern game theory, while those with a component of luck may require probability theory incorporated into either of the above.
As for the qualitative aspects, ranking abstract strategy games according to their interest, complexity, or strategy levels is a daunting task and subject to extreme subjectivity. In terms of measuring how finite a mathematical field each of the three top contenders represents, it is estimated that checkers has a game-tree complexity of 1040 possible games, whereas chess has approximately 10123. As for Go, the possible legal game positions range in the magnitude of 10170.
The Mind Sports Olympiad first held the Abstract Games World Championship in 2008 to try to find the best abstract strategy games all-rounder. [3] The MSO event saw a change in format in 2011 [26] restricting the competition to players' five best events, and was renamed the Modern Abstract Games World Championship.
Board games are tabletop games that typically use pieces. These pieces are moved or placed on a pre-marked game board and often include elements of table, card, role-playing, and miniatures games as well.
Mancala is a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces.
A mathematical game is a game whose rules, strategies, and outcomes are defined by clear mathematical parameters. Often, such games have simple rules and match procedures, such as tic-tac-toe and dots and boxes. Generally, mathematical games need not be conceptually intricate to involve deeper computational underpinnings. For example, even though the rules of Mancala are relatively basic, the game can be rigorously analyzed through the lens of combinatorial game theory.
Shogi, also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, chaturanga, xiangqi, Indian chess, and janggi. Shōgi means general's board game.
The Mind Sports Organisation (MSO) is an association for promoting mind sports including Contract Bridge, Chess, Go, Mastermind, and Scrabble. Since 1997 it has annually organised in England a multi-sport competition, the Mind Sports Olympiad.
A strategy game or strategic game is a game in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness.
The Computer Olympiad is a multi-games event in which computer programs compete against each other. For many games, the Computer Olympiads are an opportunity to claim the "world's best computer player" title. First contested in 1989, the majority of the games are board games but other games such as bridge take place as well. In 2010, several puzzles were included in the competition.
Chaturanga is an ancient Indian strategy board game. It is first known from India around the seventh century AD.
Entropy is an abstract strategy board game for two players designed by Eric Solomon in 1977. The game is "based on the eternal conflict in the universe between order and chaos [...] One player is Order, the other Chaos. Order is trying to make patterns vertically and horizontally. Chaos is trying to prevent this." The game originally employed a 5×5 gameboard, but in 2000 a 7x7 board was introduced to allow deeper strategies.
Sittuyin, also known as Burmese chess, is a strategy board game created in Myanmar. It is a direct offspring of the Indian game of chaturanga, which arrived in Myanmar in the 8th century thus it is part of the same family of games such as chess, and shogi. Sit is the modern Burmese word for "army" or "war"; the word sittuyin can be translated as "representation of the four characteristics of army"—chariot, elephant, cavalry and infantry.
Christian Freeling is a Dutch game designer and inventor of abstract strategy games, notably Dameo, Grand Chess, Havannah, and Hexdame.
Maharajah and the Sepoys, originally called Shatranj Diwana Shah and also known as the Mad King's Game, Maharajah chess, or Sarvatobhadra "auspicious on all sides", is a popular chess variant with different armies for White and Black. It was first played in the 19th century in India. It is a solved game with a forced win for Black.
Bōku is an abstract strategy board game played with marbles on a perforated hexagonal board with 80 spaces. The object of the game is to arrange five marbles in a row. The game has also been sold under the name Bollox, and later Bolix and won a Mensa Select award in 1999.
The history of chess can be traced back nearly 1,500 years to its earliest known predecessor, called chaturanga, in India; its prehistory is the subject of speculation. From India it spread to Persia, where it was modified in terms of shapes and rules and developed into Shatranj. Following the Arab invasion and conquest of Persia, chess was taken up by the Muslim world and subsequently spread to Europe via Spain and Italy. The game evolved roughly into its current form by about 1500 CE.
Zillions of Games is a commercial general game playing system developed by Jeff Mallett and Mark Lefler in 1998. The game rules are specified with S-expressions, Zillions rule language. It was designed to handle mostly abstract strategy board games or puzzles. After parsing the rules of the game, the system's artificial intelligence can automatically play one or more players. It treats puzzles as solitaire games and its AI can be used to solve them.
Kamisado is an abstract strategy board game for two players that is played on an 8x8 multicoloured board. Each player controls a set of eight octagonal dragon tower pieces. Each player's set of dragon towers contains a tower to match each of the colours that appear on the squares of the board. One player's towers have gold dragons mounted on the top, while the other player's towers are topped with black dragons. The game was published in 2008 by Burley Games.
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The Mind Sports Olympiad (MSO) is an annual international multi-disciplined competition and festival for games of mental skill and mind sports by Mind Sports Organisation. The inaugural event was held in 1997 in London with £100,000 prize fund and was described as possibly the biggest games festival ever held.
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