Yinsh
Introduction
1.1 Intelligent Search Techniques
This game was developed as assignment for Intelligent Search Techniques (IST). This course intends to make students knowledgeable on techniques and methods used in computer game playing. Students learn about how to apply search techniques in the framework of game-playing programs. Depending on the nature of the game these techniques can be of a more or less algorithmic nature. The following subjects will be discussed:
- Search techniques. Various search techniques; A*; state-space search; AND/OR graphs; proof-number search and variants; opponent modelling, probabilistic opponent-model search, multi-player search methods.
- Heuristics. Killer moves; history heuristic, PVS; windowing techniques; nullmoves; forward-pruning techniques; transposition tables; selective search.
- Combinatorial game theory. Combinatorial games; P and N positions; NIM; NIM sums; graph games; the Sprague-Grundy function; sum of games; the Sprague-Grundy theorem; Green Hackenbush.
- Mathematical games. Analysis and applications.
1.2 The game
YINSH is the fifth game to be released in the GIPF Project by game designer Kris Burm. At the time of its release in 2003 Burm stated that he intended it to be considered as the sixth and last game of the project, and that the game which he had not yet released, PÜNCT, would be logically the fifth game. However, an entry in his blog on 19 June 2005 suggests that he is reconsidering this.
Gameplay consists of moving rings to flip Reversi-like discs.
The players each start with 5 rings on the board. Every time a ring is moved, it leaves a marker behind. Markers are white on one side and black on the other. When markers are jumped over by a ring they must be flipped, so their color is constantly changing. The players must try to form a row of 5 markers with their own color face up. If a player succeeds in doing so, he removes one of his rings as an indication that he has formed such a row. The first player to remove 3 of his rings wins the game. In other words, each row you make brings you closer to victory-but also makes you weaker, because you have one less ring to play with. Very tricky! 
Wikipedia describes the game as follows:
Equipment - YINSH is played on a board shaped like a partial six-pointed star with 85 points. The main pieces are black and white rings, of which each player has five. Also used are a number of markers which are black on one side and white on the other (similar to Reversi pieces).
Object - The object of the game is to remove three of ones own pieces from the game. Since this is the goal of the game, becoming closer to winning necessitates weakening oneself, which considerably complicates strategy - a move which makes one closer to winning may end up being a very poor move.
Placement phase - The game starts with an empty board, and proceeds in two phases. During the first phase both players, beginning with white, places one of her rings on the board on any point. Once each player plays all five of their pieces, this phase is over.
Movement phase - The second phase involves forming lines of five markers, with one's own color face-up. Once this happens (on either player's turn), that player removes the five markers, and also one of their rings. Once a player has removed any three of their rings, they win the game.
A move consists of the following:
- The player chooses one of their own rings to move.
- The player puts a marker, with their own color face-up, in the middle of that ring.
- The player then moves the ring to any unoccupied space, straight along any line.
When moving a ring, the following rules apply:
- The ring may not move over other rings.
- The ring may move over any number of markers in a row. If it does so, it must stop on the blank space immediately following the last marker moved over. All markers moved over like this are immediately flipped over.
- A move may not end on a space occupied by a marker.
It is possible, and not unheard of, to make a move which causes your opponent to have a line of five markers in a row. When more than one line is made in the same move, the player who just moved resolves her own lines (if any) first, and then the other player resolves his lines (if any) before making his next move. Lines are resolved one at a time, so if a single marker is shared by two lines, only one of those lines may be resolved (but the player chooses which). If all of the markers are placed on the board before either player has won, the game ends in draw.
More information on vying.org
1.3 Project Coordination & Members
The examiner of this project is Jos Uiterwijk. Moreover, the required knowledge is also provided by Jaap van den Herik, Mark Winands and Jahn-Takeshi Saito.
The members of this project are: