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Regular Games -- an Automata-Based General Game Playing Language

Miernik, Radosław, Szykuła, Marek, Kowalski, Jakub, Cieśluk, Jakub, Galas, Łukasz, Pawlik, Wojciech

arXiv.org Artificial Intelligence

We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations.


Measuring General Intelligence with Generated Games

Verma, Vivek, Huang, David, Chen, William, Klein, Dan, Tomlin, Nicholas

arXiv.org Artificial Intelligence

We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be generated at will. In particular, gg-bench is synthetically generated by (1) using a large language model (LLM) to generate natural language descriptions of novel games, (2) using the LLM to implement each game in code as a Gym environment, and (3) training reinforcement learning (RL) agents via self-play on the generated games. We evaluate language models by their winrate against these RL agents by prompting models with the game description, current board state, and a list of valid moves, after which models output the moves they wish to take. gg-bench is challenging: state-of-the-art LLMs such as GPT-4o and Claude 3.7 Sonnet achieve winrates of 7-9% on gg-bench using in-context learning, while reasoning models such as o1, o3-mini and DeepSeek-R1 achieve average winrates of 31-36%. We release the generated games, data generation process, and evaluation code in order to support future modeling work and expansion of our benchmark.


Grammar and Gameplay-aligned RL for Game Description Generation with LLMs

Tanaka, Tsunehiko, Simo-Serra, Edgar

arXiv.org Artificial Intelligence

Game Description Generation (GDG) is the task of generating a game description written in a Game Description Language (GDL) from natural language text. Previous studies have explored generation methods leveraging the contextual understanding capabilities of Large Language Models (LLMs); however, accurately reproducing the game features of the game descriptions remains a challenge. In this paper, we propose reinforcement learning-based fine-tuning of LLMs for GDG (RLGDG). Our training method simultaneously improves grammatical correctness and fidelity to game concepts by introducing both grammar rewards and concept rewards. Furthermore, we adopt a two-stage training strategy where Reinforcement Learning (RL) is applied following Supervised Fine-Tuning (SFT). Experimental results demonstrate that our proposed method significantly outperforms baseline methods using SFT alone.


Cardiverse: Harnessing LLMs for Novel Card Game Prototyping

Li, Danrui, Zhang, Sen, Sohn, Sam S., Hu, Kaidong, Usman, Muhammad, Kapadia, Mubbasir

arXiv.org Artificial Intelligence

The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these processes. However, it remains challenging for LLMs to design novel game mechanics beyond existing databases, generate consistent gameplay environments, and develop scalable gameplay AI for large-scale evaluations. This paper addresses these challenges by introducing a comprehensive automated card game prototyping framework. The approach highlights a graph-based indexing method for generating novel game designs, an LLM-driven system for consistent game code generation validated by gameplay records, and a gameplay AI constructing method that uses an ensemble of LLM-generated action-value functions optimized through self-play. These contributions aim to accelerate card game prototyping, reduce human labor, and lower barriers to entry for game developers.


From Natural Language to Extensive-Form Game Representations

Deng, Shilong, Wang, Yongzhao, Savani, Rahul

arXiv.org Artificial Intelligence

We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic complexity in games, such as perfect versus imperfect information, directly applying in-context learning would be insufficient. To address this, we introduce a two-stage framework with specialized modules to enhance in-context learning, enabling it to divide and conquer the problem effectively. In the first stage, we tackle the challenge of imperfect information by developing a module that identifies information sets along and the corresponding partial tree structure. With this information, the second stage leverages in-context learning alongside a self-debugging module to produce a complete extensive-form game tree represented using pygambit, the Python API of a recognized game-theoretic analysis tool called Gambit. Using this python representation enables the automation of tasks such as computing Nash equilibria directly from natural language descriptions. We evaluate the performance of the full framework, as well as its individual components, using various LLMs on games with different levels of strategic complexity. Our experimental results show that the framework significantly outperforms baseline models in generating accurate extensive-form games, with each module playing a critical role in its success.


Exploring RL-based LLM Training for Formal Language Tasks with Programmed Rewards

Padula, Alexander G., Soemers, Dennis J. N. J.

arXiv.org Artificial Intelligence

Proximal Policy Optimization (PPO) is commonly used in Reinforcement Learning from Human Feedback to align large language models (LLMs) with downstream tasks. This paper investigates the feasibility of using PPO for direct reinforcement learning (RL) from explicitly programmed reward signals, as opposed to indirect learning from human feedback via an intermediary reward model. We focus on tasks expressed through formal languages, such as mathematics and programming, where explicit reward functions can be programmed to automatically assess the quality of generated outputs. We apply this approach to a sentiment alignment task, a simple arithmetic task, and a more complex game synthesis task. The sentiment alignment task replicates prior research and serves to validate our experimental setup. Our results show that pure RL-based training for the two formal language tasks is challenging, with success being limited even for the simple arithmetic task. We propose a novel batch-entropy regularization term to aid exploration, although training is not yet entirely stable. Our findings suggest that direct RL training of LLMs may be more suitable for relatively minor changes, such as alignment, than for learning new tasks altogether, even if an informative reward signal can be expressed programmatically.


Grammar-based Game Description Generation using Large Language Models

Tanaka, Tsunehiko, Simo-Serra, Edgar

arXiv.org Artificial Intelligence

--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 search-based methods, generating GDL descriptions from natural language remains a challenging task. This paper presents a novel framework that leverages Large Language Models (LLMs) to generate grammatically accurate game descriptions from natural language. Our approach consists of two stages: first, we gradually generate a minimal grammar based on GDL specifications; second, we iteratively improve the game description through grammar-guided generation. Our framework employs a specialized parser that identifies valid subsequences and candidate symbols from LLM responses, enabling gradual refinement of the output to ensure grammatical correctness. Experimental results demonstrate that our iterative improvement approach significantly outperforms baseline methods that directly use LLM outputs. Our code is available at https://github.com/ A Game Description Language (GDL) [1]-[5] is a domain-specific language that expresses a wide range of games in a unified notation. For example, Ludii GDL [5] models over 1,000 games, primarily board games, as shown in Figure 1. Game descriptions represented in GDLs are highly machine-readable, making it easy to simulate gameplay using dedicated game engines. Given the amenability of GDLs for automatic game evaluation, they have been extensively used in research on automated game design. In particular, search-based methods such as evolutionary algorithms [4], MCTS [6], [7], and random forests [8] have proven successful in generating game descriptions. Most research primarily focused on mutating existing games based on fitness functions to generate novel games. However, the task of generating game descriptions from natural language texts has not yet been sufficiently explored, and has the potential to lower the bar of entry to game design to non-specialists. In this research, we use Large Language Models (LLMs) [9], [10], which excel at understanding textual context, to generate game descriptions from natural language text in a two-stage process to enforce grammatical correctness. LLMs are language models with an enormous number of parameters, pre-trained on vast amounts of text data. The authors are with Waseda University, Tokyo, Japan. Their results have shown that more accurate game descriptions can be generated by appropriately refining the prompt context. However, LLMs may still generate grammatically incorrect game descriptions.


The Ludii Game Description Language is Universal

Soemers, Dennis J. N. J., Piette, Éric, Stephenson, Matthew, Browne, Cameron

arXiv.org Artificial Intelligence

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 described in such formats can subsequently be presented as challenges for automated general game playing agents, which are expected to be capable of playing any arbitrary game described in such a language without prior knowledge about the games to be played. The language used by the Ludii general game system was previously shown to be capable of representing equivalent games for any arbitrary, finite, deterministic, fully observable extensive-form game. In this paper, we prove its universality by extending this to include finite non-deterministic and imperfect-information games.


Automatic Generation of Board Game Manuals

Stephenson, Matthew, Piette, Eric, Soemers, Dennis J. N. J., Browne, Cameron

arXiv.org Artificial Intelligence

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 descriptions, move visualisation, highlighting winning moves, strategy explanation, among others. These aspects are then combined to create a full manual for any given game. This manual is intended to provide a more intuitive explanation of a game's rules and mechanics, particularly for players who are less familiar with the Ludii game description language and grammar.


General Board Game Concepts

Piette, Éric, Stephenson, Matthew, Soemers, Dennis J. N. J., Browne, Cameron

arXiv.org Artificial Intelligence

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 the notion of "game concept", inspired by terms generally used by game players and designers. Through the Ludii General Game System, we describe concepts for several levels of abstraction, such as the game itself, the moves played, or the states reached. This new GGP feature associated with the ludeme representation of games opens many new lines of research. The creation of a hyper-agent selector, the transfer of AI learning between games, or explaining AI techniques using game terms, can all be facilitated by the use of game concepts. Other applications which can benefit from game concepts are also discussed, such as the generation of plausible reconstructed rules for incomplete ancient games, or the implementation of a board game recommender system.