Related papers: Scalable Board Expansion within a General Game Sys…
This thesis will be discussing scoring play combinatorial games and looking at the general structure of these games under different operators. I will also be looking at the Sprague-Grundy values for scoring play impartial games, and…
Game extension is an entertaining activity that offers an opportunity to test new design approaches by non-programmers. The real challenge is to enable this activity by means of a suitable infrastructure. We propose a knowledge-driven…
In dynamic games with shared constraints, Generalized Nash Equilibria (GNE) are often computed using the normalized solution concept, which assumes identical Lagrange multipliers for shared constraints across all players. While widely used,…
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a…
As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…
The predominant paradigm in evolutionary game theory and more generally online learning in games is based on a clear distinction between a population of dynamic agents that interact given a fixed, static game. In this paper, we move away…
We study some dynamical properties of a classical time-dependent elliptical billiard. We consider periodically moving boundary and collisions between the particle and the boundary are assumed to be elastic. Our results confirm that although…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
We propose that genetic encoding of self-assembling components greatly enhances the evolution of complex systems and provides an efficient platform for inductive generalization, i.e. the inductive derivation of a solution to a problem with…
Distributed Nash equilibrium seeking of aggregative games is investigated and a continuous-time algorithm is proposed. The algorithm is designed by virtue of projected gradient play dynamics and distributed average tracking dynamics, and is…
We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of…
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,…
This work introduces the concept of Variable Size Game Theory (VSGT), in which the number of players in a game is a strategic decision made by the players themselves. We start by discussing the main examples in game theory: dominance,…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
Energy and pollution are urging problems of the 21th century. By gradually changing the actual power grid system, smart grid may evolve into different systems by means of size, elements and strategies, but its fundamental requirements and…
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of…
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In…
Finite games in normal form and their mixed extensions are a corner stone of noncooperative game theory. Often generic finite games and their mixed extensions are considered. But the properties which one expects in generic games and the…
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…
We present Game-TARS, a generalist game agent trained with a unified, scalable action space anchored to human-aligned native keyboard-mouse inputs. Unlike API- or GUI-based approaches, this paradigm enables large-scale continual…