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Acknowledgements We would like to acknowledge the assistance of the following people and organizations, and express our sincere thanks: Akihiro Kishimoto, for his development of and assistance with the Generic Game Server clients for Lose Checkers and Ataxx; Michael Buro, for making his GGS code available to the world at large . This research was supported by the Natural Sciences and Engineering Research council of Canada (NSERC) and Alberta’s Informatics Circle of Research Excellence (iCORE).
Thus, to provide additional insight into how the 11-piece database results will look, we also computed partial 4 vs. 5checker 9-piece databases. Table 4. Max table for 9 piece databases, 4 vs. 5 checkers 7 6 5 4 3 2 1 7 7 46 64 74 82 86 87 6 10 55 71 81 88 93 94 5 13 57 78 87 94 97 95 4 15 61 80 93 97 99 99 3 25 73 91 96 98 99 100 2 74 98 97 99 100 100 100 Table 4 shows the 9-piece results when the player to move has four checkers against an opponent with ﬁve checkers. Table 5 shows the similar table when the player to move has ﬁve checkers against an opponent with four.
2. This database computation has both sides “on the boundary”. When the leading checker advances, it becomes a king—and there are no database results for that position. Hence many of the 7/7 computation are unresolved because they lead to unresolved (partial information) positions. As one would expect, as one moves away from the boundary, a higher percent of positions are resolved. This is easily explained since when the leading checker in these databases advances, it moves into a database that has already been computed and has (partial) results.