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Connect 4 Research Paper
Connect 4 Research Paper
Introduction:
This paper discusses the importance of linear algebra and its applications in real life. A
real time connect-4 game was successfully designed and first published by Milton Bradley in
1974 and solved by Victor Allis is 1988. Connect-4 is a competitive game between two players,
the first who completes the target wins. Connect-4 game is played on a board of 7x6 squares, the
target is to get four discs in a row diagonally, horizontally, or vertically. Connect-4 is one of the
games which the player needs to make a strategy to choose his moves which require skills on the
part of the players. The game can be solved in a variety of ways such as using AI. AI has several
levels which are random which is the easiest to beat, defensive which makes blocking a win
priority and aggressive which makes winning a priority. Minimax is used in AI for decision
making to make the best move for the player in two-player games. There are some rules that
strategically can guarantee a victory for one player or a tie for both, such as Claimeven,
Specialbefore. Matrices are widely used in computer graphics. As Yip (2001) stated that “In
video gaming industry, matrices are major mathematic tools to construct and manipulate a
rotations, and scaling”. Playing Connect 4 resulted in both positive and negative insight and
search experiences, according to the studies. As a consequences, Connect-4 has the potential to
be used as a reliable elicitation instrument for both positive and negative problem-solving
Lujain’s paragraph
The game Connect 4, with each move symbolizing a solving episode, was found as
having the potential to provide these experiences (where best to place the counter). Eighty people
played six games of Connect 4 against a computer, reporting each move as positive search,
positive insight, negative search, or negative insight. Then, to validate the experiences generated,
phenomenological assessments were gathered. The findings revealed that playing Connect 4
resulted in both good and negative insight and search experiences, with the majority of players
employing all four methods of problem resolution. These reported sensations were equivalent to
those produced by established laboratory approaches focusing on positive insight, according to
phenomenological assessments. As a result, connect 4 has the potential to be employed in future
problem-solving studies as a valid elicitation instrument of insight and search experiences for
both positive and negative problem-solving. According to Barrett’s (2014) The split of mental
processes into cognitive and emotional processes, according to Conceptual Act Theory, is a false
dichotomy, since both are consequences of integrated created experience rather than one being a
result of the other. It places valanced core affect at the center of mental events, which are
subsequently labelled cognitive, emotional, or perceptual. Moreover, connect 4 may be perceived
as providing more realistic problem-solving experiences than other paradigms in which a
sequence of challenges are addressed in order to achieve a single, overarching objective rather
than presenting separate, unrelated difficulties. In order to properly leverage this paradigm for
creative problem-solving research in experimental psychology and neuroscience, future study
will need to look at developing versions of Connect 4 with more control.
A sudden new knowledge, idea, or solution followed by an emotional Aha feeling is
known as an insight moment (Jung-Beeman et al., 2008; Klein and Jarosz, 2011). Eighty
individuals were recruited through university and neighborhood advertisements. The participants
were all above the age of 18 (Mage = 30.63, SDage = 12.64, range 18–66 years), with a mix of
native English speakers and those who spoke English as a second language (n = 10). Some of the
individuals had previously participated in longitudinal research comparing solution skills across
tasks. Additional physiological (heart rate and interoceptive heartbeat counting task) and
psychological assessments were collected in addition to the information presented here. A
repeated measures Bayesian ANOVA (IVs: Solving type and valence) was used for pleasantness
evaluations. Strong evidence of a major impact of valence (BF10 = 5.77e + 38) and moderate
evidence of no main influence of solution style (BF01 = 6.88) were found in the data (DV:
pleasantness). For both forms of solutions, positive moves were considered as more enjoyable
than negative actions. When looking at the graph (Figure (Figure2)2) that presents these data, it
appears that solution type and valence had an interaction impact, with insight moves being
scored as more positive and negative than search. When the main effects were included to a null
model and compared to one with interaction effects, it was found that there was poor support for
either model (BF = 2.35). There was strong evidence (BF10 = 266.70) for a main effect of
solving (IV) on surprise ratings (DV), with insight solutions being rated as more surprising than
search for both positive and negative moves. There was moderate evidence of no main effect of
valence (IV: BF01 = 3.36) or interaction effects (BF = 3.71 toward a null model including main
effects compared to interaction effects) on surprise ratings.
References
Hill1 G., Shelly M. (2018) Connect 4: A Novel Paradigm to Elicit Positive and Negative
Insight and Search Problem Solving.Kemp2
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6209650/
Sarhan, A., Shaout, A. & Shock, M. (2009). Real-Time Connect 4 Game Using Artificial
https://www.thescipub.com/pdf/jcssp.2009.283.289.pdf
A time ago graphics used in cartoon and cars and architecture were done by hand drawing but
now these things are done very easily by computer graphics especially the video gaming industry
is relying on computer graphics which is now done by the usage of matrices (Yip, 2001).
Matrices are used a lot in video gaming industry and as stated by Yip (2001), Matrices are
important mathematic tools in the video gaming industry for creating and manipulating a realistic
animation of a graphical figure. Translations, rotations, and scaling are examples of matrix
operations. Field of view, modeling, color transformation, and projection are examples of other
matrix transformation ideas. The ability to design 3D video games requires a basic knowledge of
matrices. As stated by Yip (2001), (x, y, z) can be represented as Points in R^3 and identified as
represent a transformation to this point with a 4 x 4 matrix. So we can use matrices to make 4D
transformation matrix multiplied by a 3*2 matrix consists of (a, b, c, d, e, f). Basically the
translation means “adding a vector to a point, making a point transform to a new point. This
points and translate it make a reflection and makes shapes as graphics. Another way to explain
the usage of matrices in games is that two players let name them R and C, player R is believed to
have m possible moves, while player C has n possible moves. The movements of Rare being
used to name the rows from top to bottom of a m X n matrix, and the moves of C are being used
References
Azuaba, E. (2021, January). Application of Matrices to the Theory of Games. Retrieved from:
https://www.researchgate.net/publication/348234443_Application_of_Matrices_to_the_Theory_
of_Games
https://sites.math.washington.edu/~king/coursedir/m308a01/Projects/m308a01-pdf/yip.pdf
Research on Different Heuristics for Minimax Algorithm Insight from Connect-4 Game:
Connect-4 game is a chess game played on a board with seven vertical columns, each with six
squares. Two players alternate moves until four dots are linked horizontally, vertically, or
diagonally. Once a dot is placed in one of the columns, it will descend to the column's lowest
vacant square. Minimax is used in artificial intelligence for decision making. It is most
commonly used in turn-based two-player games like Tic-Tac-Toe, chess, and other similar
games. Minimax seeks to determine the best move for a player in our Connect-4 chess game,
provided that the opponent also plays optimally as stated by Kang et al. (2019). Max and Min are
the two players in Minimax. Beginning with Max's initial move, the Minimax algorithm will test
all possible combinations of Max's and Min's moves. When one of the players wins or the game
ends in a tie, the board's evaluation value is supplied to represent the board's current state. If any
aspects on the board work in Max's favor, they will be given a positive value. If not, a negative
value will be assigned. The total of all feature values is the final evaluation value. Max will
select the highest possible evaluation value, whereas Min will select the lowest possible value.
Max will eventually come to a decision. Minimax uses a heuristic function to analyze the current
state of the game. Minimax's ultimate choice is heavily influenced by the heuristic function's
performance. as mentioned by Kang et al (2019). Even though heuristics has been successfully
applied to minimax in Connect-4, there is significant room for future improvement such as
tuning method.
A Knowledge-based Approach of Connect-Four:
Although many people know the rules of Connect-four most of them know little about the way
the game should be played. It's possible that some strategic rules can be discovered that
guarantee a win for one player or a tie for both, such as Claimeven, Baseinverse, Vertical,
Aftereven, Lowinverse, Highinverse, Baseclaim, Before and Specialbefore. If the accuracy of
these rules can be established, evaluating a large number of positions to determine the game's
outcome is unnecessary if both players play appropriately. “Zugzwang is a very important
concept in playing Connect-Four” stated Allis (1988). Zugzwang is when a player is forced to
make a move he would rather not make. The force is just the fact that each turn requires only one
move. “Concluding, we have found a method where we can sometimes find a set of rules which
ensures the controller of the Zugzwang that he will not lose, since he can refute all the
opponents’ threats. If the method does not work, we can say nothing about the given position.”
(Allis, 1988). As a result, it is beneficial to establish as many rules as possible that may be used
in forecast the outcome of a game in as many scenarios as possible. VICTOR is a program that
implements specific principles, meeting one of the project's goals: a Connect-Four Shannon C-
type strategy program. Using the nine strategic rules mentioned earlier, a software has been
created to determine the value of a position. “One goal of the project was to show that a program
can be written using the Shannon C-type strategy” (Allis, 1988). This goal is not only achieved,
but it also demonstrates that the VICTOR program can always win while playing White. This
project has demonstrated that developing a Shannon C-type program is challenging due to the
extensive knowledge required stated Vector Allis (1988). Nevertheless, if enough information is
obtained, the software will be able to outperform all other programs and human beings.
References Used:
Kang, X.Y., Wang, Y.Q. and Hu, Y.R. (2019) Research on Different Heuristics for Minimax
Algorithm Insight from Connect-4 Game. Journal of Intelligent Learning Systems and
Applications, 11, 15-31. https://doi.org/10.4236/jilsa.2019.112002
We used a python code to implement our connect four game using the concepts of linear algebra
such as matrices and vectors. With the usage of NumPy Library which stands for numerical
python it works with arrays and has functions for the usage of linear algebra and matrices.
Our code:
We first took the dimensions of the matrix as input then we displayed the matrix ,and as long
as our game is not over we will continue with the following functions, first by creating the blue
and red pieces as a vector which we will use for the game and then we check for the valid rows
and columns and drop the pieces, after looping and inserting pieces in alternative order with 2
players we check whether player is winning or not by going through four conditions expressed as
left slopped, right slopped ,vertical and horizontal functions . Since the winning consists of 4
connected pieces, we check the vertical function by going through each column and loop through
4 rows, the function is true if a 4 variable vertical line is created then if this function fails we
check the second function which is the horizontal function we loop in the range of 4 columns and
loop through the number of rows then the function is true if we found a 4 variable horizontal line
is created if it fails then we go to the third function which is right slopped which we loop through
rows and columns in the range of 4 then we check if there is a 4 variable right slopped
line is created. If it fails, then we go to the fourth function which is left slopped which we loop
through rows and columns in the range of 4 then we check if there is a 4-variable left slopped
line is created
if one of those functions is true it prints that player won and if none of them is true the we go to
dropping the pieced again until the rows and columns are full, and the game is over
To express the code in the form of linear algebra concepts such as dropping a piece, it is like
adding a zero matrix to a matrix which includes a variable in the place of the piece insertion as in
And we can express the columns of the board game as a vector and if 4 consecutive places of this
vector are full of the same color then the vertical function is true, and the player wins the same as
vertical function, but we can express it as a vector in a transpose matrix .and the left and right
In conclusion the relevance of linear algebra and its applications in real life are discussed in this
paper. This study demonstrates the effectiveness of Connect 4 as a paradigm for eliciting
(insight to search). This should allow for more experimental research into issue solving that
includes the previously stated negative insight, as well as positive insight and search-based
problem solutions. Connect-4 is one of the activities in which the player must devise a plan to
pick his movements, which necessitates the players' talents. The game may be solved in a variety
of ways, including employing artificial intelligence. The AI has three levels: random, which is
the simplest to beat, defensive, which prioritizes blocking, and aggressive, which prioritizes
winning. According to the studies, playing Connect 4 resulted in both positive and bad insight
and search experiences. As a result, Connect-4 has the potential to be employed as a reliable
elicitation tool in future problem-solving research for both positive and negative problem-solving
experiences.
Discussion
As a player makes moves putting counters into a grid, working toward the overall winning goal
of obtaining four counters in a row, this study reveals that Connect 4 is a naturalistic activity that
produces insight and search problem solving experiences. Importantly, it has established for the
first time the elicitation of negative insight in a laboratory context, implying that experimental
validation of negative insight may be conducted to supplement existing qualitative research (Hill
and Kemp, 2016, unpublished a). Constructive search and insight were shown to be more
pleasurable than negative search and insight. Furthermore, insight shifts (both negative and
good) were perceived as more unexpected and abrupt. The alternative or null hypothesis
examining certainty ratings across solution and valence was not supported by adequate evidence.
Connect 4 demonstrates that it is a useful potential method for exploring aspects of positive and
negative insight and search solving in an experimental setting, as it performs similarly to a
variety of other insight elicitation methods that are limited to eliciting positive solving
experiences. It's reasonable to assume that positive insight is more pleasurable than positive
search. Because there has been little previous study on negative insight, it is more difficult to
draw predictions in this area. To sum up, the paper demonstrates the effectiveness of Connect 4
negative) and types of problems. This should allow for more experimental research into issue
solving that includes stated negative insight, as well as positive insight and search-based problem
solutions.
Result
The participants won 3.1 (SD = 1.46) out of the six Connect 4 games they played on average. A
these adjustments (11 percent positive, 11 percent negative), whereas search accounted for 78%.
(62 percent positive and 16 percent). highlights the many sorts of problems that participants had
when playing Connect 4. Over 90% of participants experienced at least three of the four forms of
problem resolution (positive insight, positive search, negative insight, and negative search).
Breakdown of participants reported solving as positive insight (+i), positive search (+s), negative
game loss or impending loss. When comparing negative insight reporting across all games
played, it was discovered that games that were later won or drawn (41 percent) reported about
the same amount of negative insight as games that were lost (59 percent). Furthermore, just 14%
of the total negative insight movements were for the last move in a losing game. We classified
the tactics that users to use while playing the game. These tactics range from simple button-
pushing to more complex approaches based on estimating solutions and selecting vectors based
on their direction. We also discovered that users concentrate on the numerical and geometric
components of the game interface, which gives us more information about their strategy. These
findings influenced game improvements as well as our team's ideas for incorporating the game.