# On the complexity of Dark Chinese Chess

arXiv: https://arxiv.org/abs/2112.02989 · HTML: https://mlsanity.com/paper/2112.02989/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 5 of its 20 references that are in the map.
- First posted on arXiv 6 Dec 2021.

## Builds on (most cited first, 5 of 5)

- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning](https://mlsanity.com/paper/2106.06135/) (2021)
- [Suphx: Mastering Mahjong with Deep Reinforcement Learning](https://mlsanity.com/paper/2003.13590/) (2020)
- [On the Complexity of Reconnaissance Blind Chess](https://mlsanity.com/paper/1811.03119/) (2018)

## Abstract (arXiv)

This paper provides a complexity analysis for the game of dark Chinese chess (a.k.a. "JieQi"), a variation of Chinese chess. Dark Chinese chess combines some of the most complicated aspects of board and card games, such as long-term strategy or planning, large state space, stochastic, and imperfect-information, which make it closer to the real world decision-making problem and pose great challenges to game AI. Here we design a self-play program to calculate the game tree complexity and average information set size of the game, and propose an algorithm to calculate the number of information sets.
