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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.


Measuring Board Game Distance

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

arXiv.org Artificial Intelligence

This paper presents a general approach for measuring distances between board games within the Ludii general game system. These distances are calculated using a previously published set of general board game concepts, each of which represents a common game idea or shared property. Our results compare and contrast two different measures of distance, highlighting the subjective nature of such metrics and discussing the different ways that they can be interpreted.


You can now play ancient board games thanks to artificial intelligence

#artificialintelligence

Before an AI can beat the pants off of you, it must first understand the rules of the game. That may not be the point of the Digital Ludeme Project, per se, but it certainly is the logical conclusion to its years-long goals. Per a new rundown from Wired, researchers and anthropologists have teamed up to help fill in the blanks to countless ancient board games whose rules have been lost to the ages with the help of artificial intelligence programming... and it is badass. Games like the Knossos Game and 58 Holes are first broken down into fundamental units of information called ludemes, which refers to elements of play such as the number of players, movement of pieces, or criteria to win. Once a game is codified in this manner, the team then fills in the missing pages of its rulebook with the help of relevant historical information, like when it or another game with similar ludemes was played and by whom.


This AI Resurrects Ancient Board Games--and Lets You Play Them

WIRED

In 1901, on an excavation trip to Crete, British archaeologist Arthur Evans unearthed items he believed belonged to a royal game dating back millennia: a board fashioned out of ivory, gold, silver, and rock crystals, and four conical pieces nearby, assumed to be the tokens. Playing it, however, stumped Evans, and many others after him who took a stab at it. There was no rulebook, no hints, and no other copies have ever been found. Games need instructions for players to follow. Without any, the Greek board's function remained unresolved--that is, until recently. Enter artificial intelligence, and a group of researchers from Maastricht University in the Netherlands.


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.


General Game Heuristic Prediction Based on Ludeme Descriptions

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

arXiv.org Artificial Intelligence

This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system. Based on these results, we train several regression learning models to predict the performance of these heuristics based on each game's description file. We also provide a condensed analysis of the games available in Ludii, and the different ludemes that define them.


Ludii Game Logic Guide

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

arXiv.org Artificial Intelligence

This technical report outlines the fundamental workings of the game logic behind Ludii, a general game system, that can be used to play a wide variety of games. Ludii is a program developed for the ERC-funded Digital Ludeme Project, in which mathematical and computational approaches are used to study how games were played, and spread, throughout history. This report explains how general game states and equipment are represented in Ludii, and how the rule ludemes dictating play are implemented behind the scenes, giving some insight into the core game logic behind the Ludii general game player. This guide is intended to help game designers using the Ludii game description language to understand it more completely and make fuller use of its features when describing their games.


Strategic Features for General Games

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

arXiv.org Artificial Intelligence

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, for biasing MCTS playouts for arbitrary games played on arbitrary geometries. Benefits of our approach include efficient implementation, the potential to transfer learnt knowledge to new contexts, and the potential to explain strategic knowledge embedded in features in human-comprehensible terms.


Modern Techniques for Ancient Games

Browne, Cameron

arXiv.org Artificial Intelligence

Games potentially provide a wealth of knowledge about our shared cultural past and the development of human civilisation, but our understanding of early games is incomplete and often based on unreliable reconstructions. This paper describes the Digital Ludeme Project, a five-year research project currently underway that aims to address such issues using modern computational techniques.