Geister is a two-player imperfect information board game in which each player hides the colors of their pieces. Capturing all of the opponent’s red pieces results in an instant loss, which makes red piece inference essential for safe aggression. In this paper, we propose a rule-based Geister AI that estimates red pieces based on the opponent’s behavior and selects moves using MiniMax search with a board evaluation function that incorporates piece advantage and estimated risk. Experimental results demonstrate that our proposed method achieves high win rates against strong baseline AIs, such as the PurpleMax, by accurately estimating red pieces and maintaining advantageous board positions throughout the game.

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Rule-Based Red Piece Inference and Board Evaluation in the Imperfect Information Game Geister

  • Takaya Narita,
  • Yusuke Kubota,
  • Tetsuya Suzuki

摘要

Geister is a two-player imperfect information board game in which each player hides the colors of their pieces. Capturing all of the opponent’s red pieces results in an instant loss, which makes red piece inference essential for safe aggression. In this paper, we propose a rule-based Geister AI that estimates red pieces based on the opponent’s behavior and selects moves using MiniMax search with a board evaluation function that incorporates piece advantage and estimated risk. Experimental results demonstrate that our proposed method achieves high win rates against strong baseline AIs, such as the PurpleMax, by accurately estimating red pieces and maintaining advantageous board positions throughout the game.