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General Game Playing

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General Game Playing is an area of artificial intelligence research focused on developing algorithms and systems that can understand and play a wide variety of games without prior knowledge of their rules, relying instead on reasoning, learning, and strategic decision-making to adapt to different game environments.
lightbulbAbout this topic
General Game Playing is an area of artificial intelligence research focused on developing algorithms and systems that can understand and play a wide variety of games without prior knowledge of their rules, relying instead on reasoning, learning, and strategic decision-making to adapt to different game environments.
We propose a method to guide a Monte Carlo search in the initial moves of the game of Go. Our method matches the current state of a Go board against clusters of board configurations that are derived from a large number of games played by... more
This document is based upon work from COST Action “A European Network to Leverage the Multi-Age Workforce” (LeverAge) CA22120, supported by COST (European Cooperation in Science and Technology). COST (European Cooperation in Science and... more
The multifaceted study of games spans diverse disciplines which have often operated in isolation. In this era of rapid developments in computer science, games stand as testbeds for pioneering methodologies, shaping and influencing... more
Improving the clarity of games allows players to spend more of their mental effort on strategic planning rather than the mundane bookkeeping of calculating legal moves. This article discusses techniques for achieving this, by making the... more
by Tim Penn and 
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On 20 and 21 January 2025, the GameTable COST Action's Working Group 1 convened in London for a meeting focused on game-playing artificial intelligence (AI), including search algorithms, knowledge representation, and reinforcement... more
General Game Playing aims to create AI systems that can understand the rules of new games and learn to play them effectively without human intervention. The recent proposal for general game-playing robots extends this to AI systems that... more
Negotiations in which participants exchange offers based on their chosen positions can be extended to include dialogue about their interests. Revelation of negotiators' interests allows them to make more acceptable offers and perhaps... more
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialized and computationally inefficient. In this paper, we describe an initial... more
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialized and computationally inefficient. In this paper, we describe an initial... more
The goal of this dissertation is to propose a high level generic architecture for the development of agents able to effectively play games with strong social components and a mix of competition and cooperation. Traditional techniques used... more
Attempts to develop generic approaches to game playing have been around for several years in the field of Artificial Intelligence. However, games that involve explicit cooperation among otherwise competitive players-cooperative... more
The goal of this dissertation is to propose a high level generic architecture for the development of agents able to effectively play games with strong social components and a mix of competition and cooperation. Traditional techniques used... more
We present a new technique to compress pattern databases to provide consistent heuristics without loss of information. We store the heuristic estimate modulo three, requiring only two bits per entry or in a more compact representation,... more
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,... more
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,... more
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions... more
This paper introduces a new negotiating agent model for automated negotiation. We focus on applications without time pressure with multidimensional negotiation on both continuous and discrete domains. The agent bidding strategy relies on... more
This paper introduces a new Negotiating Agent for automated negotiation on continuous domains and without considering a specified deadline. The agent bidding strategy relies on Monte Carlo Tree Search, which is a trendy method since it... more
This paper describes a co-evolutionary algorithm for generating simple spatially oriented tactics and considers whether students can learn better by playing against co-evolved opponents or by playing against an expert system or other... more
Real-Time Strategy (RTS) games have become an attractive domain for AI research in recent years, due to their dynamic, multi-agent and multi-objective environments. Micromanagement, a core component of many RTS games, involves the control... more
General Game Playing aims at AI systems that can understand the rules of new games and learn to play them effectively without human intervention. Our paper takes the first step towards general game-playing robots, which extend this... more
We present an approach to procedurally generate the narrative of a simple murder mystery. As a basis for the simulation, we use a rule evaluation system inspired by Ceptre, which employs linear logic to resolve valid actions during each... more
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It... more
The success of human civilization is rooted in our ability to cooperate by communicating and making joint plans. We study how artificial agents may use communication to better cooperate in Diplomacy, a long-standing AI challenge. We... more
This work compares the learning of linear evaluation functions using preference learning versus least squares temporal difference learning, LSTD(λ), from samples of game trajectories. The game trajectories are taken from human... more
This paper highlights an experiment to see how standard Monte Carlo Tree Search handles simple cooperative problems with no prior or provided knowledge. These problems are formed from a simple grid world that has a set of goals, doors and... more
Recent successes of neural networks in solving combinatorial problems and games like Go, Poker and others inspire further attempts to use deep learning approaches in discrete domains. In the field of automated planning, the most popular... more
Monte Carlo Tree Search methods provide a general framework for modeling decision problems by randomly sampling the decision space and constructing a search tree according to the sampling results. Artificial Intelligences employing these... more
Mediation is a process in which two parties agree to resolve their dispute by negotiating over alternative solutions presented by a mediator. In order to construct such solutions, the mediator brings more information and knowledge, and,... more
: Games provide fertile research domains for algorithmic research. Often, game research helps solve real-world problems through the testing and refinement of search algorithms in game domains. Other times, game research finds limits for... more
Reinforcement Learning (RL) gained a huge amount of popularity in computer science; applied in fields such as gaming, intelligent robots, remote sensing, and so on. The objective of reinforcement learning is to generate the optimal... more
In this work, we propose a Dynamic Difficulty Adjustment methodology to achieve automatic video game balance. The balance task is modeled as a meta game, a game where actions change the rules of another base game. Based on the model of... more
Although utilising computers to play board games has been a topic of research for many decades, the recent rapid developments in the field of reinforcement learning-like AlphaZero (and variants)-brought unprecedented progress in games... more
Game playing programming assignments can provide useful hands-on learning experiences for teaching search tree programming techniques, space efficient data representation, and heuristic evaluation functions. However, a number of issues... more
In this work, we show the first results of a project where a combinatorial mobile application is used as a tool to gather users’ data, allowing some understanding about the learning behaviour of users solving combinatorial tasks, in... more
Recently, the seminal algorithms AlphaGo and Al-phaZero have started a new era in game learning and deep reinforcement learning. While the achievements of AlphaGo and AlphaZero-playing Go and other complex games at super human level-are... more
Some complex problems can be modeled using more than one type of device thus having some interaction between them to represent their behavior. From this perspective, we do not have a common formulation to represent both the formalism and... more
A formal device is said to be adaptive whenever its behavior changes dynamically, in a direct response to its input stimuli, without interference of external agents, even its users. In order to achieve this feature, adaptive devices have... more
This paper highlights an experiment to see how standard Monte Carlo Tree Search handles simple cooperative problems with no prior or provided knowledge. These problems are formed from a simple grid world that has a set of goals, doors and... more
AI techniques are already widely used in game software to provide computer-controlled opponents for human players. However, game design is a more-challenging problem than game play. Designers typically expend great effort to ensure that... more
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... more
We formalize Simplified Boardgames language, which describes a subclass of arbitrary board games. The language structure is based on the regular expressions, which makes the rules easily machine-processable while keeping the rules concise... more
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a... more
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three... more
We present the technical side of reasoning in Regular Boardgames (RBG) language-a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular... more
The speed of game rules processing plays an essential role in the performance of a General Game Playing (GGP) agent. Propositional Networks (propnets) are an example of a highly efficient representation of game rules. So far, in GGP, only... more
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