Related papers: Python Agent in Ludii
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…
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"…
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…
External control of agent-based models is vital for complex adaptive systems research. Often these experiments require vast numbers of simulation runs and are computationally expensive. NetLogo is the language of choice for most agent-based…
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…
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…
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…
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,…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
Modern video games are complex, non-deterministic systems that are difficult to test automatically at scale. Although prior work shows that personality-driven Large Language Model (LLM) agents can improve behavioural diversity and test…
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,…
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…
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…
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…
Currently, the development of computer games has shown a tremendous surge. The ease and speed of internet access today have also influenced the development of computer games, especially computer games that are played online. Internet…
Maximizing performance on available GPU hardware is an ongoing challenge for modern AI inference systems. Traditional approaches include writing custom GPU kernels and using specialized model compilers to tune high-level code for specific…
Games have long been used as benchmarks and testing environments for research in artificial intelligence. A key step in supporting this research was the development of game description languages: frameworks that compile domain-specific code…
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…
Agent-based simulations, especially those including communication, are complex to model and execute. To help researchers deal with this complexity and to encourage modular and maintainable research software, the Python-based framework mango…
As LLM applications grow more complex, developers are increasingly adopting multi-agent architectures to decompose workflows into specialized, collaborative components, introducing structure that constrains agent behavior and exposes useful…