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1 change: 1 addition & 0 deletions docs/games.md
Original file line number Diff line number Diff line change
Expand Up @@ -84,6 +84,7 @@ Status | Game
🟢 | [Pig](https://en.wikipedia.org/wiki/Pig_\(dice_game\)) | 2-10 | ❌ | ✅ | Each player rolls a dice until they get a 1 or they 'hold'; the rolled total is added to their score.
🟢 | [Prisoner's Dilemma](https://en.wikipedia.org/wiki/Prisoner%27s_dilemma) | 2 | ✅ | ✅ | Players decide on whether to cooperate or defect given a situation with different payoffs.
🟢 | [Poker (Hold 'em)](https://en.wikipedia.org/wiki/Texas_hold_%27em) | 2-10 | ❌ | ❌ | Players bet on whether their hand of cards plus some communal cards will form a special set. Implemented via [ACPC](http://www.computerpokercompetition.org/).
🔶 | [Quarto](https://en.wikipedia.org/wiki/Quarto_\(board_game\)) | 2 | ✅ | ✅ | Players place pieces chosen by their opponent and try to form a line whose pieces share an attribute.
❌ ([#1158](https://github.com/google-deepmind/open_spiel/issues/1158)) | [Quoridor](https://en.wikipedia.org/wiki/Quoridor) | 2-4 | ✅ | ✅ | Each turn, players can either move their agent or add a small wall to the board.
❌ ([#811](https://github.com/google-deepmind/open_spiel/issues/811)) | Reconnaissance Blind Chess | 2 | ✅ | ❌ | Chess with opponent's pieces unknown, with sensing moves. Chess variant, invented by John Hopkins University Applied Physics Lab. Used in NeurIPS competition and Hidden Information Game Competition. References: [Markowitz et al. '18, On the Complexity of Reconnaissance Blind Chess](https://arxiv.org/abs/1811.03119). [Newman et al. '16, Reconnaissance blind multi-chess: an experimentation platform for ISR sensor fusion and resource management](https://www.spiedigitallibrary.org/conference-proceedings-of-spie/9842/984209/Reconnaissance-blind-multi-chess--an-experimentation-platform-for-ISR/10.1117/12.2228127.short?SSO=1).
🟢 | Routing game | 1+ | ✅ | ✅ | Players choose at each node where they go. They have an origin, a destination and a departure time and choose their route to minimize their travel time. Time spent on each link is a function of the number of players on the link when the player reaches the link. References: [Cabannes et. al. '21, Solving N-player dynamic routing games with congestion: a mean field approach](https://arxiv.org/pdf/2110.11943.pdf).
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6 changes: 6 additions & 0 deletions open_spiel/games/CMakeLists.txt
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Expand Up @@ -193,6 +193,8 @@ set(GAME_SOURCES
pig/pig.h
pokerkit_wrapper/pokerkit_wrapper_struct.h
repeated_pokerkit/repeated_pokerkit_struct.h
quarto/quarto.cc
quarto/quarto.h
quoridor/quoridor.cc
quoridor/quoridor.h
rbc/rbc.cc
Expand Down Expand Up @@ -680,6 +682,10 @@ add_executable(repeated_pokerkit_struct_test repeated_pokerkit/repeated_pokerkit
$<TARGET_OBJECTS:tests>)
add_test(repeated_pokerkit_struct_test repeated_pokerkit_struct_test)

add_executable(quarto_test quarto/quarto_test.cc ${OPEN_SPIEL_OBJECTS}
$<TARGET_OBJECTS:tests>)
add_test(quarto_test quarto_test)

add_executable(quoridor_test quoridor/quoridor_test.cc ${OPEN_SPIEL_OBJECTS}
$<TARGET_OBJECTS:tests>)
add_test(quoridor_test quoridor_test)
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