The Shannon number, named after the American mathematician Claude Shannon, is a conservative lower bound of the game-tree complexity of chess of 10120, based on an average of about 103 possibilities for a pair of moves consisting of a move for White followed by a move for Black, and a typical game lasting about 40 such pairs of moves.
Shannon showed a calculation for the lower bound of the game-tree complexity of chess, resulting in about 10120 possible games, to demonstrate the impracticality of solving chess by brute force, in his 1950 paper "Programming a Computer for Playing Chess". [1] (This influential paper introduced the field of computer chess.)
Shannon also estimated the number of possible positions, of the general order of , or roughly . This includes some illegal positions (e.g., pawns on the first rank, both kings in check) and excludes legal positions following captures and promotions.
Number of plies (half-moves) | Number of possible positions [2] | Number of checkmates [3] |
---|---|---|
1 | 20 | 0 |
2 | 400 | 0 |
3 | 8,902 | 0 |
4 | 197,281 | 8 |
5 | 4,865,609 | 347 |
6 | 119,060,324 | 10,828 |
7 | 3,195,901,860 | 435,767 |
8 | 84,998,978,956 | 9,852,036 |
9 | 2,439,530,234,167 | 400,191,963 |
10 | 69,352,859,712,417 | 8,790,619,155 |
11 | 2,097,651,003,696,806 | 362,290,010,907 |
12 | 62,854,969,236,701,747 | 8,361,091,858,959 |
13 | 1,981,066,775,000,396,239 | 346,742,245,764,219 |
14 | 61,885,021,521,585,529,237 | |
15 | 2,015,099,950,053,364,471,960 |
After each player has moved a piece 5 times each (10 ply) there are 69,352,859,712,417 possible games that could have been played.
Taking Shannon's numbers into account, Victor Allis calculated an upper bound of 5×1052 for the number of positions, and estimated the true number to be about 1050. [4] Later work proved an upper bound of 8.7×1045, [5] and showed an upper bound 4×1037 in the absence of promotions. [6] [7]
Allis also estimated the game-tree complexity to be at least 10123, "based on an average branching factor of 35 and an average game length of 80". As a comparison, the number of atoms in the observable universe, to which it is often compared, is roughly estimated to be 1080.
John Tromp and Peter Österlund estimated the number of legal chess positions with a 95% confidence level at , based on an efficiently computable bijection between integers and chess positions. [5]
As a comparison to the Shannon number, if chess is analyzed for the number of "sensible" games that can be played (not counting ridiculous or obvious game-losing moves such as moving a queen to be immediately captured by a pawn without compensation), then the result is closer to around 1040 games. This is based on having a choice of about three sensible moves at each ply (half-move), and a game length of 80 plies (or, equivalently, 40 moves). [8]
Minimax is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for minimizing the possible loss for a worst case scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty.
Hex is a two player abstract strategy board game in which players attempt to connect opposite sides of a rhombus-shaped board made of hexagonal cells. Hex was invented by mathematician and poet Piet Hein in 1942 and later rediscovered and popularized by John Nash.
In computational complexity theory, a decision problem is PSPACE-complete if it can be solved using an amount of memory that is polynomial in the input length and if every other problem that can be solved in polynomial space can be transformed to it in polynomial time. The problems that are PSPACE-complete can be thought of as the hardest problems in PSPACE, the class of decision problems solvable in polynomial space, because a solution to any one such problem could easily be used to solve any other problem in PSPACE.
A solved game is a game whose outcome can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory and/or computer assistance.
Computer chess includes both hardware and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Computer chess applications that play at the level of a chess grandmaster or higher are available on hardware from supercomputers to smart phones. Standalone chess-playing machines are also available. Stockfish, Leela Chess Zero, GNU Chess, Fruit, and other free open source applications are available for various platforms.
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player combinatorial games. It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision.
This list contains selected positive numbers in increasing order, including counts of things, dimensionless quantities and probabilities. Each number is given a name in the short scale, which is used in English-speaking countries, as well as a name in the long scale, which is used in some of the countries that do not have English as their national language.
In the context of combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, checkers, Go, and tic-tac-toe. This can be used to measure the complexity of a game, as it represents all the possible ways a game can pan out. Due to the large game trees of complex games such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers. Various methods exist to solve game trees. If a complete game tree can be generated, a deterministic algorithm, such as backward induction or retrograde analysis can be used. Randomized algorithms and minmax algorithms such as MCTS can be used in cases where a complete game tree is not feasible.
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a position that the players take turns changing in defined ways or moves to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field.
Combinatorial game theory measures game complexity in several ways:
Pancake sorting is the mathematical problem of sorting a disordered stack of pancakes in order of size when a spatula can be inserted at any point in the stack and used to flip all pancakes above it. A pancake number is the minimum number of flips required for a given number of pancakes. In this form, the problem was first discussed by American geometer Jacob E. Goodman. A variant of the problem is concerned with burnt pancakes, where each pancake has a burnt side and all pancakes must, in addition, end up with the burnt side on bottom.
Game theory is the branch of mathematics in which games are studied: that is, models describing human behaviour. This is a glossary of some terms of the subject.
In chess, the endgame tablebase, or simply tablebase, is a computerised database containing precalculated evaluations of endgame positions. Tablebases are used to analyse finished games, as well as by chess engines to evaluate positions during play. Tablebases are typically exhaustive, covering every legal arrangement of a specific selection of pieces on the board, with both White and Black to move. For each position, the tablebase records the ultimate result of the game and the number of moves required to achieve that result, both assuming perfect play. Because every legal move in a covered position results in another covered position, the tablebase acts as an oracle that always provides the optimal move.
Connect6 introduced in 2003 by Professor I-Chen Wu at Department of Computer Science and Information Engineering, National Chiao Tung University in Taiwan, is a two-player strategy game similar to Gomoku.
God's algorithm is a notion originating in discussions of ways to solve the Rubik's Cube puzzle, but which can also be applied to other combinatorial puzzles and mathematical games. It refers to any algorithm which produces a solution having the fewest possible moves. The allusion to the deity is based on the notion that an omniscient being would know an optimal step from any given configuration.
In mathematics, a combinatorial explosion is the rapid growth of the complexity of a problem due to the way its combinatorics depends on input, constraints and bounds. Combinatorial explosion is sometimes used to justify the intractability of certain problems. Examples of such problems include certain mathematical functions, the analysis of some puzzles and games, and some pathological examples which can be modelled as the Ackermann function.
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In mathematics, a square-difference-free set is a set of natural numbers, no two of which differ by a square number. Hillel Furstenberg and András Sárközy proved in the late 1970s the Furstenberg–Sárközy theorem of additive number theory showing that, in a certain sense, these sets cannot be very large. In the game of subtract a square, the positions where the next player loses form a square-difference-free set. Another square-difference-free set is obtained by doubling the Moser–de Bruijn sequence.