Related papers: Simplified Boardgames
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the…
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…
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 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 introduce language-based games, a generalization of psychological games [6] that can also capture reference-dependent preferences [7]. The idea is to extend the domain of the utility function to situations, maximal consistent sets in…
Probabilistic puzzles can be confusing, partly because they are formulated in natural languages - full of unclarities and ambiguities - and partly because there is no widely accepted and intuitive formal language to express them. We propose…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
Game semantics has provided adequate models for a variety of programming languages, in which types are interpreted as two-player games and programs as strategies. Melli\`es (2018) suggested that such categories of games and strategies may…
Important decisions are likely made by groups of agents. Thus group decision making is very common in practice. Very transparent group aggregating rules are given by weighted voting, where each agent is assigned a weight. Here a proposal is…
Riddles based on simple puns can be classified according to the patterns of word, syllable or phrase similarity they depend upon. We have devised a formal model of the semantic and syntactic regularities underlying some of the simpler types…
We define the class of "simple recursive games". A simple recursive game is defined as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity…
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
We investigate a family of rule-based logics. The focus is on very expressive languages. We provide a range of characterization results for the expressive powers of the logics and relate them with corresponding game systems.
Many real-world voting systems consist of voters that occur in just two different types. Indeed, each voting system with a {\lq\lq}House{\rq\rq} and a {\lq\lq}Senat{\rq\rq} is of that type. Here we present structural characterizations and…
Strong placement games (SP-games) are a class of combinatorial games whose structure allows one to describe the game via simplicial complexes. A natural question is whether well-known invariants of combinatorial games, such as "game value",…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
This paper presents the main features of a system that aims to transform regular expressions into shorter equivalent expressions. The system is also capable of computing other operations useful for simplification, such as checking the…