Heuri: A scrabble© playing engine using a probability-based heuristic

Author:

González Romero Alejandro1,Alquézar Mancho René1,Ramírez Flores Arturo2,González Acuña Francisco34,García Olmedo Ian5

Affiliation:

1. Ciències de la Computació, Universitat Politècnica de Catalunya, Barcelona, Espanya

2. Ciencias de la Computación, Centro de Investigación en Matemáticas A.C., Guanajuato, México

3. Matemáticas Básicas, Centro de Investigación en Matemáticas A.C., Guanajuato, Mexico

4. Universidad Nacional Autónoma de México, México

5. Universidad Nacional Autónoma de México, Ciudad de México, México

Abstract

The game of Scrabble has been successfully tackled by two engines: Quackle and Maven. They attain the state-of-the-art in Computer Scrabble. These engines use simulation techniques and precalculated values to achieve superhuman play. This paper presents a Scrabble-playing engine, Heuri, which achieves world championship standards when playing in Spanish, and a very high level when playing in English and French, without using brute-force approaches.One advantage of Heuri is that its calculations, as opposed to many in Quackle, are not precomputed and instead performed for every turn. Spanish match results of different versions of Heuri against humans and two versions of Quackle are presented in this paper. Results against Quackle, in English and French, are also given. The main goal of this paper is to enrich Computer Scrabble with the description of a Scrabble playing program, Heuri, which is differently designed from earlier ones such as Maven and Quackle. An additional goal is to give Scrabble players an excellent strategy for obtaining championship level in Spanish.

Publisher

IOS Press

Subject

Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Computational Mechanics,Computer Science (miscellaneous)

Reference13 articles.

1. The world’s fastest scrabble program;Appel;Communications of the ACM,1988

2. Brownlee, J. (2019). A Gentle Introduction to Monte Carlo Sampling for Probability. https://machinelearningmastery.com/monte-carlo-sampling-for-probability/.

3. González, R.A., Alquézar, M.R., Ramírez, F.A. & González, A.F. (2012). In Heuristics and Fishing in Scrabble. European Conference on Artificial Intelligence ECAI 2012. Proceedings of the Computer Games Workshop 2012 (CGW 2012), August 27-31, 2012, Montpellier, France (pp. 62–70).

4. El método de anagramas: un rápido y novedoso algoritmo para generar jugadas de scrabble;González;Research in Computing Science,2018

5. González, R.A., González, A.F., Ramírez, F.A., Roldán, A.A., Alquézar, M.R. & Hernández, E. (2008). A heuristic for scrabble based in probability. In Proceedings of the Workshop on Artifical Intelligence in Games AIG-2008. 18th European Conference on A.I. ECAI 2008, July 21-25, 2008, Patras, Greece (pp. 35–39).

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