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The perfect card sharp

机译:完美的锐卡

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Noughts and crosses (known as tic-tac-toe in America) is one of the first games children learn. The more inquisitive among them soon realise there are strategies that always win if your opponent makes a mistake, and guarantee a draw even if he does not. (The best is to start out in one of the grid's corners.) When a prov-ably ideal strategy such as this is discovered for any given game, mathematicians describe that game as being "solved". Using computers, quite a few games have now been solved in this formal mathematical sense. These include Connect Four, nine-men's morris and draughts. One thing those examples have in common is that they are "perfect information" games, meaning each player knows, at all times, everything that is going on. Not all perfect information games have been so solved. Chess has not. Neither has Go. But no non-trivial "imperfect information" game, such as one involving playing cards, has ever been solved formally.
机译:零和十字架(在美国被称为井字游戏)是儿童学习的第一批游戏之一。他们中比较好奇的人很快就会意识到,如果对手犯了一个错误,总是有策略可以获胜,即使对手没有犯错,也可以保证平局。 (最好是从网格的一个角开始。)当对于任何给定的游戏发现诸如此类的可能理想的策略时,数学家都会将该游戏描述为“已解决”。现在,使用计算机,已经在这种形式上的数学意义上解决了很多游戏。其中包括四人连接,九个人的莫里斯和吃水。这些示例的共同之处在于它们是“完美信息”游戏,这意味着每个玩家始终都可以知道发生的一切。并非所有完美的信息游戏都已解决。国际象棋还没有。都没有。但是还没有正式解决非平凡的“不完美信息”游戏,例如涉及纸牌的游戏。

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    《The economist》 |2015年第8920期|69-69|共1页
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