19 results on '"Ludii"'
Search Results
2. General Board Geometry
- Author
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Browne, Cameron, Piette, Éric, Stephenson, Matthew, Soemers, Dennis J. N. J., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Browne, Cameron, editor, Kishimoto, Akihiro, editor, and Schaeffer, Jonathan, editor
- Published
- 2022
- Full Text
- View/download PDF
3. Optimised Playout Implementations for the Ludii General Game System
- Author
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Soemers, Dennis J. N. J., Piette, Éric, Stephenson, Matthew, Browne, Cameron, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Browne, Cameron, editor, Kishimoto, Akihiro, editor, and Schaeffer, Jonathan, editor
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- 2022
- Full Text
- View/download PDF
4. Automatic Generation of Board Game Manuals
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Stephenson, Matthew, Piette, Éric, Soemers, Dennis J. N. J., Browne, Cameron, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Browne, Cameron, editor, Kishimoto, Akihiro, editor, and Schaeffer, Jonathan, editor
- Published
- 2022
- Full Text
- View/download PDF
5. The 2022 Ludii AI competition.
- Author
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Piette, Éric, Soemers, Dennis J.N.J., Stephenson, Matthew, and Browne, Cameron
- Subjects
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BOARD games , *ARTIFICIAL intelligence - Abstract
The Ludii AI Competition involves general game playing events focused on developing agents that can play a wide variety of board games. In the 2022 edition, three competition tracks were proposed: Kilothon, General Game Playing, and Learning. All tracks used the Ludii general game system to provide the necessary games and API. This paper reports the motivation, context, and results of the 2022 Ludii AI Competition. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
6. A Practical Introduction to the Ludii General Game System
- Author
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Browne, Cameron, Stephenson, Matthew, Piette, Éric, Soemers, Dennis J. N. J., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Cazenave, Tristan, editor, van den Herik, Jaap, editor, Saffidine, Abdallah, editor, and Wu, I-Chen, editor
- Published
- 2020
- Full Text
- View/download PDF
7. Deep learning for general game playing with Ludii and Polygames.
- Author
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Soemers, Dennis J.N.J., Mella, Vegard, Browne, Cameron, and Teytaud, Olivier
- Subjects
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DEEP learning , *MONTE Carlo method , *ARTIFICIAL neural networks , *BOARD games , *GAMES - Abstract
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, but every individual game that these approaches are applied to still requires domain knowledge for the implementation of the game's rules, and constructing the neural network's architecture – in particular the shapes of its input and output tensors. Ludii is a general game system that already contains over 1,000 different games, which can rapidly grow thanks to its powerful and user-friendly game description language. Polygames is a framework with training and search algorithms, which has already produced superhuman players for several board games. This paper describes the implementation of a bridge between Ludii and Polygames, which enables Polygames to train and evaluate models for games that are implemented and run through Ludii. We do not require any game-specific domain knowledge anymore, and instead leverage our domain knowledge of the Ludii system and its abstract state and move representations to write functions that can automatically determine the appropriate shapes for input and output tensors for any game implemented in Ludii. We describe experimental results for short training runs in a wide variety of different board games, and discuss several open problems and avenues for future research. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
8. Exploring AI Play Patterns in Xiangqi
- Author
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Song, Ziwen and Song, Ziwen
- Abstract
In this study, we aim to explore the characteristics of different AI algorithms using the classical Chinese board game xiangqi as the testbed. We did this by utilizing four different build-in AI agents in Ludii: Random, Flat MC, UCT and Minimax, and having them playing against each other in all possible match ups and exploring their play patterns. The result shows that in terms of the most basic play patterns, i.e., the win/loss rate, we can arrive at a skill ranking as follows: Minimax > UCT > Flat MC > Random. When it comes to more specific metrics such as piece frequency and taking out, Minimax also stands out from all the other three AI agents. We believe this study is a good starting point for looking into deeper how these AI agents differ from each other. The study also suggests that just the type of algorithm and how it is implemented can already possibly affect the observed play patterns and for further research exploring mapping between AI and play types it is important to be familiar with the default playing pattern of these AI algorithms before turning them into specific player types.
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- 2022
9. General Board Geometry
- Author
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Browne, C., Piette, E., Stephenson, M., Soemers, D.J.N.J., Browne, C., Piette, E., Stephenson, M., and Soemers, D.J.N.J.
- Abstract
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences. This approach allows most conceivable game boards to be described simply and succinctly.
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- 2022
10. Optimised Playout Implementations for the Ludii General Game System
- Author
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Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne, RS: FSE DACS, Dept. of Advanced Computing Sciences, RS: FSE DACS Mathematics Centre Maastricht, and Piette, Eric
- Subjects
[INFO.INFO-AI] Computer Science [cs]/Artificial Intelligence [cs.AI] ,FOS: Computer and information sciences ,Playouts ,Ludii ,Artificial Intelligence (cs.AI) ,Computer Science - Artificial Intelligence ,ComputingMilieux_PERSONALCOMPUTING ,General Game Playing ,[INFO] Computer Science [cs] - Abstract
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, based on their rules. The Ludii general game system can automatically infer, based on a game's description in its general game description language, whether any optimised implementations are applicable. An empirical evaluation demonstrates major speedups over a standard implementation, with a median result of running playouts 5.08 times as fast, over 145 different games in Ludii for which one of the optimised implementations is applicable., Advances in Computer Games (ACG) 2021
- Published
- 2021
11. Heuristic Sampling for Fast Plausible Playouts
- Author
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Browne, C., Barbero, F., Browne, C., and Barbero, F.
- Abstract
This paper proposes Heuristic Sampling (HS) for generating self-play trials for games with a defined state evaluation function, with speeds comparable to random playouts but game length estimates comparable to those produced by intelligent AI agents. HS produces plausible results up to thousands of times faster than more rigorous methods.
- Published
- 2021
12. General Board Game Concepts
- Author
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Piette, Eric, Stephenson, Matthew, Soemers, Dennis J. N. J., Browne, Cameron, Piette, Eric, Stephenson, Matthew, Soemers, Dennis J. N. J., and Browne, Cameron
- Abstract
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.
- Published
- 2021
13. General Board Geometry
- Author
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Browne, C., Piette, E., Stephenson, M., Soemers, D.J.N.J., Kishimoto, A., Schaeffer, J., Piette, Eric, RS: FSE DACS, Dept. of Advanced Computing Sciences, and RS: FSE DACS Mathematics Centre Maastricht
- Subjects
FOS: Computer and information sciences ,[INFO.INFO-AI] Computer Science [cs]/Artificial Intelligence [cs.AI] ,Computer Science::Computer Science and Game Theory ,Ludii ,Artificial Intelligence (cs.AI) ,geometry ,Computer Science - Artificial Intelligence ,General Game Playing ,[INFO] Computer Science [cs] ,game board - Abstract
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences. This approach allows most conceivable game boards to be described simply and succinctly., Accepted at Advances in Computer Games (ACG) 2021
- Published
- 2021
14. Heuristic Sampling for Fast Plausible Playouts
- Author
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Browne, Cameron, Barbero, Fabio, RS: FSE DACS, Dept. of Advanced Computing Sciences, and RS: FSE DACS Mathematics Centre Maastricht
- Subjects
Ludii ,AI ,SEARCH ,Board Games ,Game Length - Abstract
This paper proposes Heuristic Sampling (HS) for generating self-play trials for games with a defined state evaluation function, with speeds comparable to random playouts but game length estimates comparable to those produced by intelligent AI agents. HS produces plausible results up to thousands of times faster than more rigorous methods.
- Published
- 2021
15. An Overview of the Ludii General Game System
- Author
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Stephenson, Matthew, Piette, Eric, Soemers, Dennis, Browne, Cameron, Stephenson, Matthew, Piette, Eric, Soemers, Dennis, and Browne, Cameron
- Abstract
The Digital Ludeme Project (DLP) aims to recon-struct 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 model and play the complete range of games required by this project. Such an undertaking will create a wide range of possibilities for new AI challenges. In this paper we describe many of the features of Ludii that can be used. This includes designing and modifying games using the Ludii game description language, creating agents capable of playing these games, and several advantages the system has over prior general game software
- Published
- 2019
16. Ludii as a Competition Platform
- Author
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Stephenson, Matthew, Piette, Eric, Soemers, Dennis, Browne, Cameron, Stephenson, Matthew, Piette, Eric, Soemers, Dennis, and Browne, Cameron
- Abstract
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 support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations,goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform.
- Published
- 2019
17. Ludii as a Competition Platform
- Author
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Éric Piette, Dennis J. N. J. Soemers, Cameron Browne, Matthew Stephenson, RS: FSE DACS, DKE Scientific staff, and Piette, Eric
- Subjects
[INFO.INFO-AI] Computer Science [cs]/Artificial Intelligence [cs.AI] ,FOS: Computer and information sciences ,Ludii ,Computer science ,Computer Science - Artificial Intelligence ,General game ,02 engineering and technology ,POKER ,[INFO] Computer Science [cs] ,Ludemes ,computer.software_genre ,General game playing ,Competition (economics) ,03 medical and health sciences ,ARCADE LEARNING-ENVIRONMENT ,Artificial Intelligence ,0202 electrical engineering, electronic engineering, information engineering ,030304 developmental biology ,0303 health sciences ,Board games ,Competitions ,Data science ,Artificial Intelligence (cs.AI) ,AI ,General Game Playing ,020201 artificial intelligence & image processing ,computer ,Strengths and weaknesses - Abstract
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 support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform., Accepted at the IEEE Conference on Games (CoG) 2019
- Published
- 2019
18. An Overview of the Ludii General Game System
- Author
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Dennis J. N. J. Soemers, Éric Piette, Cameron Browne, Matthew Stephenson, DKE Scientific staff, RS: FSE DACS, and Piette, Eric
- Subjects
FOS: Computer and information sciences ,[INFO.INFO-AI] Computer Science [cs]/Artificial Intelligence [cs.AI] ,Ludii ,Computer science ,Computer Science - Artificial Intelligence ,Game description language ,General game ,0102 computer and information sciences ,[INFO] Computer Science [cs] ,Ludemes ,computer.software_genre ,01 natural sciences ,General game playing ,Software ,Human–computer interaction ,Artificial Intelligence ,business.industry ,Board games ,ComputingMilieux_PERSONALCOMPUTING ,Range (mathematics) ,Artificial Intelligence (cs.AI) ,010201 computation theory & mathematics ,Key (cryptography) ,General Game Playing ,business ,computer - Abstract
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 model and play the complete range of games required by this project. Such an undertaking will create a wide range of possibilities for new AI challenges. In this paper we describe many of the features of Ludii that can be used. This includes designing and modifying games using the Ludii game description language, creating agents capable of playing these games, and several advantages the system has over prior general game software., Accepted at the IEEE Conference on Games (CoG) 2019 (Demo paper)
- Published
- 2019
19. A class grammar for general games
- Author
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Plaat, A, Kosters, W, van den Herik, J, Browne, Cameron, Plaat, A, Kosters, W, van den Herik, J, and Browne, Cameron
- Abstract
While there exist a variety of game description languages (GDLs) for modelling various classes of games, these are aimed at game playing rather than the more particular needs of game design. This paper describes a new approach to general game modelling that arose from this need. A class grammar is automatically generated from a given library of source code, from the constructors and associated parameters found along its class hierarchy, to give a context-free grammar that provides access to the underlying code while hiding its implementation details.
- Published
- 2016
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