Related papers: General Game Heuristic Prediction Based on Ludeme …
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"…
This technical report outlines the fundamental workings of the game logic behind Ludii, a general game system, that can be used to play a wide variety of games. Ludii is a program developed for the ERC-funded Digital Ludeme Project, in…
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to…
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…
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…
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…
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…
This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised implementations is applicable only to specific sets of games,…
Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific,…
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…
This paper presents a general approach for measuring distances between board games within the Ludii general game system. These distances are calculated using a previously published set of general board game concepts, each of which…
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…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
Game theory is the study of tractable games which may be used to model more complex systems. Board games, video games and sports, however, are intractable by design, so "ludological" theories about these games as complex phenomena should be…
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…
Games potentially provide a wealth of knowledge about our shared cultural past and the development of human civilisation, but our understanding of early games is incomplete and often based on unreliable reconstructions. This paper describes…
This thesis presents some geometric insights into three different types of two player prediction games -- namely general learning task, prediction with expert advice, and online convex optimization. These games differ in the nature of the…
We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning…