Related papers: Ludii Game Logic Guide
The Chip Firing Game (CFG) is a discrete dynamical model used in physics, computer science and economics. It is known that the set of configurations reachable from an initial configuration (this set is called the configuration space) can be…
Today, the large number of players and the high computational requirements of video games have motivated research on Green Video Games. We present a survey that provides an overview of this recent research area. A total of 2,637 papers were…
Game logic is a dynamic modal logic which models strategic two person games; it contains propositional dynamic logic (PDL) as a fragment. We propose an interpretation of game logic based on stochastic effectivity functions. A definition of…
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,…
We introduce an inductive logic programming approach that combines classical divide-and-conquer search with modern constraint-driven search. Our anytime approach can learn optimal, recursive, and large programs and supports predicate…
We introduce LudoBench, a benchmark for evaluating LLM strategic reasoning in Ludo, a stochastic multi-agent board game whose dice mechanics, piece capture, safe-square navigation, and home-path progression introduce meaningful planning…
This article introduces differential hybrid games, which combine differential games with hybrid games. In both kinds of games, two players interact with continuous dynamics. The difference is that hybrid games also provide all the features…
The increasing number of spectators and players in e-sports, along with the development of optimized communication solutions and cloud computing technology, has motivated the constant growth of the online game industry. Even though…
Sports data has become widely available in the recent past. With the improvement of machine learning techniques, there have been attempts to use sports data to analyze not only the outcome of individual games but also to improve insights…
Adversarial board games, as a paradigmatic domain of strategic reasoning and intelligence, have long served as both a popular competitive activity and a benchmark for evaluating artificial intelligence (AI) systems. Building on this…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
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…
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…
The task of managing general game playing in a multi-agent system is the problem addressed in this paper. It is considered to be done by an agent. There are many reasons for constructing such an agent, called general game management agent.…
One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
Environments for systematic construction of logic programs are needed in the academy as well as in the industry. Such environments should support well defined construction methods and should be able to be extended and interact with other…
In this work, we explore explicit Large Language Model (LLM)-powered support for the iterative design of computer programs. Program design, like other design activity, is characterized by navigating a space of alternative problem…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…