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dc.contributor.authorVico-Vela, Francisco Jose 
dc.date.accessioned2013-12-02T11:34:39Z
dc.date.available2013-12-02T11:34:39Z
dc.date.issued2007
dc.identifier.citationVico FJ (2007) Selfo: A class of self-organizing connection games. Technical report ITI 07-7. Dpto. Lenguajes y Ciencias de la Computación (Universidad de Málaga).es_ES
dc.identifier.urihttp://hdl.handle.net/10630/6708
dc.description.abstractSelfo is defined as a class of abstract strategy board games subscribed to the category of connection games. Its name derives from the phenomenon of self-organization (i.e. the increase in a system’s organization without external guidance), since during the game the sets of pieces might flow in a coordinated way as they step on the board. Despite its very simple definition (“group all your pieces by moving in turns to adjacent cells”) complex self-organization processes takes place under concrete circumstances (a balanced distribution of pieces and similar levels of expertise in the players), and are the result of abrupt and deep changes in the tactics. Since a big number of variants have been found to meet the conditions for self-organization, the particular values given to the traditional parameters that define a game (i.e., board tiling, size and initial position, or number of pieces and players) are not so relevant. The Selfo class of connection games is defined, instead, by the interrelations among parameters in order to favor selforganization.es_ES
dc.language.isoenges_ES
dc.relation.ispartofseriesITI;ITI-07-7
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectJuegoses_ES
dc.subject.otherBoard gamees_ES
dc.subject.otherConnection gamees_ES
dc.titleSelfo: A class of self-organizing connection gameses_ES
dc.typeinfo:eu-repo/semantics/reportes_ES
dc.centroE.T.S.I. Informáticaes_ES


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