English
Related papers

Related papers: General Board Game Playing for Education and Resea…

200 papers

Normal-form games (NFGs) are the fundamental model of strategic interaction. We study their representation using neural networks. We describe the inherent equivariance of NFGs -- any permutation of strategies describes an equivalent game --…

Computer Science and Game Theory · Computer Science 2024-02-14 Siqi Liu , Luke Marris , Georgios Piliouras , Ian Gemp , Nicolas Heess

In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may…

Artificial Intelligence · Computer Science 2023-05-05 Dennis J. N. J. Soemers , Éric Piette , Matthew Stephenson , Cameron Browne

This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…

Artificial Intelligence · Computer Science 2021-01-05 Cameron Browne , Dennis J. N. J. Soemers , Eric Piette

Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph…

Artificial Intelligence · Computer Science 2021-11-23 Cameron Browne , Éric Piette , Matthew Stephenson , Dennis J. N. J. Soemers

There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level language than general-purpose programming languages. Games…

Artificial Intelligence · Computer Science 2024-06-14 Dennis J. N. J. Soemers , Éric Piette , Matthew Stephenson , Cameron Browne

Quality of General Game Playing (GGP) matches suffers from slow state-switching and weak knowledge modules. Instantiation and Propositional Networks offer great performance gains over Prolog-based reasoning, but do not scale well. In this…

Artificial Intelligence · Computer Science 2014-01-24 Adrian Łańcucki

Imitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production. However, generalization - the ability to perform well in related but unseen scenarios - is an essential…

Machine Learning · Computer Science 2024-04-09 Derek Yadgaroff , Alessandro Sestini , Konrad Tollmar , Ayca Ozcelikkale , Linus Gisslén

A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…

Social and Information Networks · Computer Science 2021-03-31 Jie Huang , Fanghua Ye , Xu Chen

Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization has resulted in…

Artificial Intelligence · Computer Science 2014-01-22 Roy Hayes , Peter Beling , William Scherer

We present an efficient and generalised procedure to accurately identify the best (or near best) performing algorithm for each sub-task in a multi-problem domain. Our approach treats this as a set of best arm identification problems for…

Machine Learning · Computer Science 2026-04-22 Matthew Stephenson , Alex Newcombe , Eric Piette , Dennis Soemers

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…

Machine Learning · Computer Science 2020-08-05 Alastair Flynn

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…

Artificial Intelligence · Computer Science 2019-06-13 Ahmed Khalifa , Michael Cerny Green , Diego Perez-Liebana , Julian Togelius

We present the last of a series of three academic essays which deal with the question of how and why to build a generalized player model. We propose that a general player model needs parameters for subjective experience of play, including:…

Human-Computer Interaction · Computer Science 2016-07-20 Benjamin Ultan Cowley , Darryl Charles

This thesis explores the use of a General Game System (GGS) to support the automatic expansion of game boards in boardless games. Traditional implementations of such games often rely on oversized static boards defined from the start, even…

Artificial Intelligence · Computer Science 2026-01-23 Clémentine Sacré

Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other,…

Multiagent Systems · Computer Science 2019-12-02 Yuhang Song , Andrzej Wojcicki , Thomas Lukasiewicz , Jianyi Wang , Abi Aryan , Zhenghua Xu , Mai Xu , Zihan Ding , Lianlong Wu

This paper presents a general mean-field game (GMFG) framework for simultaneous learning and decision-making in stochastic games with a large population. It first establishes the existence of a unique Nash Equilibrium to this GMFG, and…

Optimization and Control · Mathematics 2021-10-12 Xin Guo , Anran Hu , Renyuan Xu , Junzi Zhang

Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in…

Artificial Intelligence · Computer Science 2018-02-06 Damien Anderson , Matthew Stephenson , Julian Togelius , Christian Salge , John Levine , Jochen Renz

Game-theoretic interactions with AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to simulate an AI agent (for example because its source code is known), which…

Computer Science and Game Theory · Computer Science 2024-03-21 Vojtech Kovarik , Caspar Oesterheld , Vincent Conitzer

Generative Adversarial Networks (GANs) have recently attracted considerable attention in the AI community due to its ability to generate high-quality data of significant statistical resemblance to real data. Fundamentally, GAN is a game…

For Internet applications like sponsored search, cautions need to be taken when using machine learning to optimize their mechanisms (e.g., auction) since self-interested agents in these applications may change their behaviors (and thus the…

Machine Learning · Computer Science 2014-10-14 Haifang Li , Fei Tian , Wei Chen , Tao Qin , Tie-Yan Liu