802G5 Intelligent Systems Techniques
Intelligent Systems Techniques
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802G5 Intelligent Systems Techniques
RULES OF CHECKERS
The rules below form a general basis for your coursework implementation of
checkers.1 Note that the marking criteria for the assignment specify additional
features and rules to those outlined here. So, please make sure you pay attention
to the details given in the assignment guidelines.
Setup Your Checkerboard
Checkers is played on a board made up of squares. The squares are laid out in
eight columns and eight rows.
Checkers is a game for two players. Each player
receives twelve, flat disk-like pieces which are
placed on the black squares in the manner
indicated in the diagram at the left. Be sure that
a light-coloured square appears in the lower
right-hand corner of the board. The darker-
coloured checkers are usually designated black,
and the lighter colour is designated white. Black
always moves first.
While playing, you may record your game by
using checker notation. The black squares are
numbered as indicated in the diagram on the
right. To record a move, simply write down the
square the move is from and then the number of
the square where the piece was moved. This is
seldom done in friendly games but is essential in
tournament play. It is also convenient for
discussing games and strategies.
802G5 Intelligent Systems Techniques
General Rules for Checkers
Now that you have set up the board, you are ready to begin play. First, determine
who is to be "black". You can use any method for this you wish, flip a coin,
alternate, etc. However, the most common method in amateur play is for one of
the players to take one colour checker in each hand and hold out his hands before
him. The other player chooses a hand, the colour checker in that hand determines
the colour with which he plays.
The object is to eliminate all opposing checkers or to create a situation in which it
is impossible for your opponent to make any move. Normally, the victory will be
due to complete elimination.
Black moves first and play proceeds alternately.
From their initial positions, checkers may only
move forward. There are two types of moves
that can be made, capturing moves and non-
capturing moves. Non-capturing moves are
simply a diagonal move forward from one square
to an adjacent square. (Note that the white
squares are never used.) Capturing moves occur
when a player "jumps" an opposing piece. This is
also done on the diagonal and can only happen
when the square behind (on the same diagonal)
is also open. This means that you may not jump an opposing piece around a
corner.
On a capturing move, a piece may make multiple
jumps. If after a jump a player is in a position to
make another jump then he may do so. This
means that a player may make several jumps in
succession, capturing several pieces on a single
turn.
Forced Captures: When a player is in a position
to make a capturing move, the player must make
a capturing move. When he has more than one
capturing move to choose from, the player may
take whichever move suits him best.
802G5 Intelligent Systems Techniques
Crowning Kings in Checkers
When a checker achieves the opponent's edge of the board (called the "king's
row") it is crowned with another checker. This signifies that the checker has been
made a king. The king now gains an added ability to move backward. The king
may now also jump in either direction or even in both directions in one turn (if he
makes multiple jumps).
A similar idea in the game of chess occurs when a pawn reaches the opponent's
end of the board it becomes a queen. There is a practical reason for these piece
promotions. Without it, a piece which can only move in one direction becomes
worthless. Interestingly enough, it also has some social significance in that it
signifies that royalty and power should not be simply endowed at birth. Nobility is
something that can be and should be earned.
If the player gets an uncrowned checker on the king's row because of a capturing
move then he must stop to be crowned even if another capture seems to be
available. He may then use his new king on his next move.
Checkers Strategy
Checkers is a straight-forward game in many ways. Yet, play can unfold in intricate
layers. Every move opens untold possibilities and closes down untold more. Thus,
it is well to keep a few strategies in mind when playing, even when it is just for
fun.
First, always keep in mind the possibility of using the forced capture rule to
maneuver your opponent into a position where he gives up two pieces for one of
your own. Often a one piece advantage can make all the difference in the end
game.
Second, always try to keep the lanes to your own king's row blocked to your
opponent. Once either side gets a king, any uncrowned checker in the open is
highly vulnerable.
Third, move between your own pieces and your opponent in order to move
adjacent to an opposing checker without loss.
Of course, these are elementary ideas to the tournament player. To move beyond
the beginner stage, a player will want to acquire a book on checkers and checker
strategy. An excellent place to begin is Fred Reinfeld's book, How to win at
Checkers.