NAVIGATION

About Joust
About GAMESMAN
Rules
Playing Joust
Links

 
 
 

Joust - A Two-Person, Perfect Combinatorial Game

Get the Joust Source
Get the GAMESMAN Source

Authors:
 Isaac "Bug-Slayer" Greenbride [University of California at Berkeley]
 Dave "Codewarrior" Le [University of California at Berkeley]

GAMESMAN Author:
 
Professor Dan Garcia [University of California at Berkeley]
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About Joust

Joust is an addon module for GAMESMAN, a finite, two-person, perfect-information game generator. It was was coded completely in ANSI C and was developed on the UNIX platform. An XWindow version of GAMESMAN is available, implemented in ANSI C and Tcl/Tk. An XWindow version of Joust may be available in the future. Joust was developed in conjunction with with several other addon modules by other students under the direction of Professor Dan Garcia.

About GAMESMAN:

Game-independent Automatic Move/Position-Tree Exhaustive-Search,
Manipulation And Navigation

GAMESMAN is what you could call a "puzzle-solving game engine." The purpose of GAMESMAN, and for developing Joust on GAMESMAN, is to visually teach players how to play by actually "solving" a game and instructing players on the best possible moves in every situation. GAMESMAN was written and developed by Professor Dan Garcia of the University of California at Berkeley. Information on development and analysis of GAMESMAN can be found at GAMESMAN main page.

How To Play "Real Joust"

The game of Joust is quite similar to the board game Amazons. In Joust, two players control a single knight chess piece that are placed anywhere within a 5x5 to 12x12 chess board. Players take turn moving their pieces on the board in knight fashion (L-shaped movement). After a player's piece has been moved, the square that the piece was originally located is now considered "burned." No piece may occupy that square again for the remainder of the game. Pieces may not move to squares that they cannot reach in via knight movement, are occupied by another piece, or are burned. The player who cannot move any longer is the losing player (and thus the opponent is the winner). More information on the mechanics of play can be found on Gerry Quinn's Mathematical Game Page.

How to Play GAMESMAN Joust 

  Concession
Due to the complexity of Joust, a decision was made when implementing GAMESMAN Joust to limit the board size to below 5x5 in order to keep the GAMESMAN evaluator intact as well as ensure that game solving would finish before the end of time.

  Additions
While we were forced to limit the game's board size, we siezed the opportunity to add a variety of fun new options that reinvent the game itself, as well as offer new challenges to solve. New features beyond the original Joust specification include:

  • The option to choose to play (move) as a King, Queen, Bishop, and Rook, as well as a Knight.
  • The ability to burn a square other than your previous square (which we will refer to as "grenading"). Grenading is based on one of two options: Piece-type burning (burn a square relative to your position based on the movement of the piece that you choose to burn as) and Arbitrary burning (burn any location on the board that is unoccupied/unburned).
  • The option to choose when to grenade: relative to your position before you move or relative to your position after you move.
  • The option of playing on non-square boards (such as 3x4).

  Playing Joust

On starting Joust, you will be presented with the GAMESMAN, which is identical in all implemented game modules.

From here you can choose to enter the Debug Menu of the game. The Debug Menu was key to eliminating bugs encountered throughout the game, but can also be used to play a two human player game.

From the game's main menu, you can set the various options of the game before the game begins. Choose your movement type and grenade type...

...as well as your method of burning.

Once all necessary options are set, GAMESMAN will begin solving the game based upon the options you selected. The amount of time required to evaluate the game depends on the system on which the game is being solved on, as well as the options that were selected. Choosing options that allow players vastly more options in movement and burning. Choosing a queen, a piece with superior mobility, gives far more complex options than choosing a king, who is limited to the squares around him. Or choosing to burn only your previous square limits yourself to one potential burn while choosing arbitrary burns, which would give virtually the entire board for potential burns, multiplies your options.

After the game has finished solving, you are given the text interface for the game. Players are represented as X and O on the board. Players input moves by inputting two two-digit numbers, the first being the location of the square that you wish to move to and the second being the location of the square you wish to burn based on the legend on the left. If you are playing with grenading, your burn input will affect your grenade location and your previous square burn will occur automatically. If you are not playing with grenades, your burn input will be limited to your previous square.

Now, the beauty of GAMESMAN. You can choose to play normally by figuring out potential move and burn locations yourself or by instructing GAMESMAN to tell you all your valid moves. However, you can also choose to have GAMESMAN tell you all "Safe Moves," moves that, if chosen, will ensure that you won't lose the game. This key behind GAMESMAN allows you to easily analyze your move, as well as the game in general, to pick out advantageous positions and develop a general strategy for playing the game.

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Links

Download Text-Version of the Joust Module
Download GAMESMAN

Professor Dan Garcia's Main GAMESMAN Site
Professor Dan Garcia's Game Theory Research Site (with links to other game modules)
Gerry Quinn's Mathematical Game Site and Joust Site

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Page Last Updated Thursday 2001-12-20 :: 1135 PST