Minimize calculation (in games worth playing)

This is a short follow-up to my article, “Uncapped Look-Ahead and the Information Horizon“, in which I proposed the concept of an information horizon: the distance between the current turn, and the point at which information becomes known to a player (usually, but not always, this means that it has become “public information”). A simpler … Continue reading "Minimize calculation (in games worth playing)"

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Uncapped Look-Ahead and the Information Horizon

I write a lot about how bad output randomness is for games, but today I want to write about a problem common in many deterministic games – specifically ones that lack hidden information. Why doesn’t everyone just play chess, if it’s so great? The answer is that chess, or other ancient abstracts like Go and … Continue reading "Uncapped Look-Ahead and the Information Horizon"

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