Related papers: GGP with Advanced Reasoning and Board Knowledge Di…
Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since…
We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…
We present an experimental comparison of the efficiency of three General Game Playing systems in their current versions: Regular Boardgames (RBG 1.0), Ludii~0.3.0, and a Game Description Language (GDL) propnet. We show that in general, RBG…
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic"…
GDL, a free interpreter for the IDL language, continues to develop smoothly, driven by feedback and requests from an increasingly active and growing user base, especially since GDL was made available on GitHub. Among the most notable…
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen…
General Game Playing (GGP) is a framework in which an artificial intelligence program is required to play a variety of games successfully. It acts as a test bed for AI and motivator of research. The AI is given a random game description at…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
In recent years, there have been immense breakthroughs in Game AI research, particularly with Reinforcement Learning (RL). Despite their success, the underlying games are usually implemented with their own preset environments and game…
We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be…
Game Description Language (GDL) provides a standardized way to express diverse games in a machine-readable format, enabling automated game simulation, and evaluation. While previous research has explored game description generation using…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It…
Despite the success of generative adversarial networks (GANs) in generating visually appealing images, they are notoriously challenging to train. In order to stabilize the learning dynamics in minimax games, we propose a novel recursive…
This paper examines the reasoning capabilities of Large Language Models (LLMs) from a novel perspective, focusing on their ability to operate within formally specified, rule-governed environments. We evaluate four LLMs (Gemini 2.5 Pro and…
As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments…
Efficiently inducing high-level interpretable regularities from knowledge graphs (KGs) is an essential yet challenging task that benefits many downstream applications. In this work, we present GPFL, a probabilistic rule learner optimized to…