History TabletopGame / Arimaa

30th Dec '15 3:44:37 AM zaphod77
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* ArtificialStupidity: Computers are far worse at this game than chess, by design. However, the creator still encourages programmers to prove him wrong. He has set up a time limit of the year 2020 to subvert this trope before assuming that [[{{TechnologyMarchesOn}} processors will simply become too fast to stop]].
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* ArtificialStupidity: Computers are far worse at this game than chess, by design. However, the creator still encourages programmers to prove him wrong. He has set up a time limit of the year 2020 to subvert this trope before assuming that [[{{TechnologyMarchesOn}} processors will simply become too fast to stop]]. A brilliant programmer finally figured out how to get the computers to win in [[http://arimaa.com/arimaa/challenge/2015/ 2015]].
30th Dec '15 3:43:03 AM zaphod77
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The game was designed by computer programmer Omar Syed, who created it because he was disappointed by the dominance of computers over humans in modern chess play. He designed Arimaa to be similar to TabletopGame/{{chess}}, using the same physical equipment, but making it [[ComputersAreFast harder for computers to solve]] while still being intuitively simple and interesting for humans. Syed created a contest along with the game, with a $10,000 prize, in which he challenges people to make such an AI that actually can beat the top players. So far, none have succeeded.
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The game was designed by computer programmer Omar Syed, who created it because he was disappointed by the dominance of computers over humans in modern chess play. He designed Arimaa to be similar to TabletopGame/{{chess}}, using the same physical equipment, but making it [[ComputersAreFast harder for computers to solve]] while still being intuitively simple and interesting for humans. Syed created a contest along with the game, with a $10,000 prize, in which he challenges people to make such an AI that actually can beat the top players. So far, none have succeeded. It took 12 attempts, one each year, for the computers to [[http://arimaa.com/arimaa/challenge/2015/ finally win in 2015]].
28th Sep '15 1:40:35 PM HighCrate
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Fragile Speedster misuse (they are fragile, not weak).
* FragileSpeedster: Averted with the rabbit. Although they are the weakest, they don't gain any speed as compensation. In fact, as the only piece that cannot move backward, they actually have the least mobility out of all the pieces.
7th Feb '14 5:07:01 PM DracMonster
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Arimaa is a [[VariantChess chess variant]] in which two groups of animals attempt to shove each other around and throw each other into {{pit|Trap}}s in an effort to get their bunny rabbits [[EscortMission safety across the field]]. [[BetterThanItSounds Way better than it sounds]].
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Arimaa is a [[VariantChess chess variant]] in which two groups of animals attempt to shove each other around and throw each other into {{pit|Trap}}s in an effort to get their bunny rabbits [[EscortMission safety across the field]]. [[BetterThanItSounds Way better than it sounds]]. sounds.
31st Oct '13 3:24:43 PM Vilui
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* AmplifiedAnimalAptitude: The armies are comprised entirely of animals, yet they organize and move in strategic ways.
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* AmplifiedAnimalAptitude: The armies are comprised composed entirely of animals, yet they organize and move in strategic ways.
20th Oct '13 2:32:06 PM ManCalledTrue
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Added DiffLines:
* ObviousRulePatch: Originally the game did not end if a player lost all their rabbits, since you can also win by making it impossible for the opponent to move. After a game where a player won without any pieces on the board at ''all''[[note]]the player threw all of the opponent's pieces into pits before using the last steps to move their own last piece into a pit[[/note]], the rule against losing all rabbits came into play.
22nd Jul '13 2:53:58 PM EarlOfSandvich
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* FieldPromotion: Averted, unlike {{chess}} and most [[{{VariantChess}} variants]]. The strength and effectiveness of a piece is limited by their species, and can never be improved.
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* FieldPromotion: Averted, unlike {{chess}} TabletopGame/{{chess}} and most [[{{VariantChess}} variants]]. The strength and effectiveness of a piece is limited by their species, and can never be improved.
4th Jul '13 7:43:39 PM SouthpawHare
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Added DiffLines:
* ArtificialStupidity: Computers are far worse at this game than chess, by design. However, the creator still encourages programmers to prove him wrong. He has set up a time limit of the year 2020 to subvert this trope before assuming that [[{{TechnologyMarchesOn}} processors will simply become too fast to stop]].
4th Jul '13 7:36:56 PM SouthpawHare
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Added DiffLines:
* DiagonalSpeedBoost: Averted; no pieces can move diagonally. As such, official game boards remove the checkered pattern, and mark only the Trap Squares with a different color.
4th Jul '13 7:24:19 PM SouthpawHare
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* AuthorityEqualsAsskicking: Played straight, in contrast to chess. When using chess pieces, the relative strength of a piece is dictated by its traditional value in chess, with The King as the strongest and The Pawns as the weakest.
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* AuthorityEqualsAsskicking: Played straight, in contrast to chess. When using chess pieces, the The relative strength of a piece is dictated by its the traditional value of its equivalent piece in chess, with The King as the strongest and The Pawns as the weakest.
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