You are not logged in. login register
Game clobber
name clobber stephan 2 chess_like/chess_like_automatic.xsl v1 show matches show game statistics In this game the players take turns moving one of their pieces to a horizontally or vertically adjacent cell occupied by an opponent's piece removing the piece from the destination cell. If no such cell exists the game ends and the player who made the last move wins the game. In this version, a decreasing amount of points is awarded, depending on the time it took to defeat the opponent. (See M. Albert, J.P. Grossman, R.J. Nowakowski, and D. Wolfe: "An Introduction to Clobber", INTEGERS: The Electronic Journal of Combinatorial Number Theory, 5(2), 2005) GDL by Peter Kissmann (TZI, University of Bremen)

Game Description

``````;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Clobber (4x5-board)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(role black)
(role white)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; the board contains alternating black and white pieces
;;; players can move their pieces only to cells with a piece of the opponent on it
;;; the last player that can move wins the game

;;; initially the board is checkered black and white
(<= (init (cell ?x ?y white))
(x ?x)
(y ?y)
(even ?x)
(even ?y)
)

(<= (init (cell ?x ?y white))
(x ?x)
(y ?y)
(odd ?x)
(odd ?y)
)

(<= (init (cell ?x ?y black))
(x ?x)
(y ?y)
(even ?x)
(odd ?y)
)

(<= (init (cell ?x ?y black))
(x ?x)
(y ?y)
(odd ?x)
(even ?y)
)

;;; the players move alternatingly beginning with white
(init (control white))
(<= (next (control white))
(true (control black))
)
(<= (next (control black))
(true (control white))
)

;;; every player has 10 pieces at the beginning
(init (tokens black 10))
(init (tokens white 10))

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; a cell turns white/black, if the white/black player moves there
(<= (next (cell ?x2 ?y2 ?player))
(does ?player (move ?x1 ?y1 ?x2 ?y2))
)
;;; if a piece is moved away from a cell, the cell is blank in the next step
(<= (next (cell ?x1 ?y1 blank))
(does ?player (move ?x1 ?y1 ?x2 ?y2))
)

;;; cells stay unchanged in all other cases
(<= (next (cell ?x ?y ?t))
(does ?player (move ?x1 ?y1 ?x2 ?y2))
(true (cell ?x ?y ?t))
(distinct ?x ?x1)
(distinct ?x ?x2)
)
(<= (next (cell ?x ?y ?t))
(does ?player (move ?x1 ?y1 ?x2 ?y2))
(true (cell ?x ?y ?t))
(distinct ?y ?y1)
(distinct ?x ?x2)
)
(<= (next (cell ?x ?y ?t))
(does ?player (move ?x1 ?y1 ?x2 ?y2))
(true (cell ?x ?y ?t))
(distinct ?x ?x1)
(distinct ?y ?y2)
)
(<= (next (cell ?x ?y ?t))
(does ?player (move ?x1 ?y1 ?x2 ?y2))
(true (cell ?x ?y ?t))
(distinct ?y ?y1)
(distinct ?y ?y2)
)

;;; if a player moves, the other player loses a piece
(<= (next (tokens ?opponent ?n1))
(true (control ?player))
(role ?opponent)
(distinct ?player ?opponent)
(true (tokens ?opponent ?n))
(succ ?n1 ?n)
)
;;; the moving player keeps all its pieces
(<= (next (tokens ?player ?n))
(true (control ?player))
(true (tokens ?player ?n))
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; a player can move to any adjacent cell, where there is a piece of the opponent
(<= (legal white (move ?x1 ?y1 ?x2 ?y2))
(true (control white))
(true (cell ?x1 ?y1 white))
(true (cell ?x2 ?y2 black))
(neighbourCells ?x1 ?y1 ?x2 ?y2)
)

(<= (legal black (move ?x1 ?y1 ?x2 ?y2))
(true (control black))
(true (cell ?x1 ?y1 black))
(true (cell ?x2 ?y2 white))
(neighbourCells ?x1 ?y1 ?x2 ?y2)
)

;;; the other players does a noop
(<= (legal ?player noop)
(role ?player)
(true (control ?player2))
(distinct ?player ?player2)
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; neighborhood relation
(succ 0 1)
(succ 1 2)
(succ 2 3)
(succ 3 4)
(succ 4 5)
(succ 5 6)
(succ 6 7)
(succ 7 8)
(succ 8 9)
(succ 9 10)

;;; coordinates
(x 1)
(x 2)
(x 3)
(x 4)

(y 1)
(y 2)
(y 3)
(y 4)
(y 5)

(odd 1)
(odd 3)
(odd 5)

(even 2)
(even 4)

;;; a cell is next to another, if exactly one coordinate is equal and the other is one higher or lower
(<= (neighbourCells ?x ?y1 ?x ?y2)
(x ?x)
(y ?y1)
(y ?y2)
(succ ?y1 ?y2)
)
(<= (neighbourCells ?x ?y1 ?x ?y2)
(x ?x)
(y ?y1)
(y ?y2)
(succ ?y2 ?y1)
)
(<= (neighbourCells ?x1 ?y ?x2 ?y)
(x ?x1)
(x ?x2)
(y ?y)
(succ ?x1 ?x2)
)
(<= (neighbourCells ?x1 ?y ?x2 ?y)
(x ?x1)
(x ?x2)
(y ?y)
(succ ?x2 ?x1)
)

;;; if there are no pieces of the opponent in range, noone can move
(<= (movePossible)
(true (cell ?x1 ?y1 black))
(neighbourCells ?x1 ?y1 ?x2 ?y2)
(true (cell ?x2 ?y2 white))
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(<= terminal
(not (movePossible))
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; the more own pieces are left, the more points the winning player gets
(<= (goal white 100)
(not (movePossible))
(true (tokens white 7))
(true (tokens black 6))
)
(<= (goal white 85)
(not (movePossible))
(true (tokens white 6))
(true (tokens black 5))
)
(<= (goal white 71)
(not (movePossible))
(true (tokens white 5))
(true (tokens black 4))
)
(<= (goal white 57)
(not (movePossible))
(true (tokens white 4))
(true (tokens black 3))
)
(<= (goal white 42)
(not (movePossible))
(true (tokens white 3))
(true (tokens black 2))
)
(<= (goal white 28)
(not (movePossible))
(true (tokens white 2))
(true (tokens black 1))
)
(<= (goal white 14)
(not (movePossible))
(true (tokens white 1))
(true (tokens black 0))
)

;;; the losing player gets nothing
(<= (goal white 0)
(not (movePossible))
(true (control white))
)

(<= (goal black 100)
(not (movePossible))
(true (tokens white 6))
(true (tokens black 6))
)
(<= (goal black 83)
(not (movePossible))
(true (tokens white 5))
(true (tokens black 5))
)
(<= (goal black 66)
(not (movePossible))
(true (tokens white 4))
(true (tokens black 4))
)
(<= (goal black 50)
(not (movePossible))
(true (tokens white 3))
(true (tokens black 3))
)
(<= (goal black 33)
(not (movePossible))
(true (tokens white 2))
(true (tokens black 2))
)
(<= (goal black 16)
(not (movePossible))
(true (tokens white 1))
(true (tokens black 1))
)
(<= (goal black 0)
(not (movePossible))
(true (control black))
)
``````

sees_XML(...) rules

``````(<= (sees_xml random ?t) (true ?t))
(<= (sees_xml ?p ?t) (role ?p) (distinct ?p random) (true ?t))``````