Related papers: Instruction-Driven Game Engine: A Poker Case Study
When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…
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…
In recent years, large language models (LLMs) have shown significant advancements in natural language processing (NLP), with strong capa-bilities in generation, comprehension, and rea-soning. These models have found applications in…
We introduce PokerBench - a benchmark for evaluating the poker-playing abilities of large language models (LLMs). As LLMs excel in traditional NLP tasks, their application to complex, strategic games like poker poses a new challenge. Poker,…
Implementing board games in code can be a time-consuming task. However, Large Language Models (LLMs) have been proven effective at generating code for domain-specific tasks with simple contextual information. We aim to investigate whether…
The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered…
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…
Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the…
The practice of programming is undergoing a revolution with the introduction of AI assisted development (copilots) and the creation of new programming languages that are designed explicitly for tooling, analysis, and automation. Integrated…
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…
In shared autonomy, a critical tension arises when an automated assistant must choose between obeying a human's instruction and deliberately overriding it to prevent harm. This safety-critical behavior is known as intelligent disobedience.…
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…
In this work, we investigate a steering problem in a mediator-augmented two-player normal-form game, where the mediator aims to guide players toward a specific action profile through information and incentive design. We first characterize…
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,…
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…
Questions are essential tools for acquiring the necessary information to complete information-seeking tasks. However, large language models (LLMs), especially open-source models, often perform poorly in generating informative questions, as…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
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…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
The independent chip model (ICM) forms a cornerstone of all modern poker tournament strategy. However, despite its prominence, the ICM's performance in the real world has not been sufficiently scrutinized, especially at a large scale. In…