78,757 research outputs found

    Automated Theorem Proving for General Game Playing

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    While automated game playing systems like Deep Blue perform excellent within their domain, handling a different game or even a slight change of rules is impossible without intervention of the programmer. Considered a great challenge for Artificial Intelligence, General Game Playing is concerned with the development of techniques that enable computer programs to play arbitrary, possibly unknown n-player games given nothing but the game rules in a tailor-made description language. A key to success in this endeavour is the ability to reliably extract hidden game-specific features from a given game description automatically. An informed general game player can efficiently play a game by exploiting structural game properties to choose the currently most appropriate algorithm, to construct a suited heuristic, or to apply techniques that reduce the search space. In addition, an automated method for property extraction can provide valuable assistance for the discovery of specification bugs during game design by providing information about the mechanics of the currently specified game description. The recent extension of the description language to games with incomplete information and elements of chance further induces the need for the detection of game properties involving player knowledge in several stages of the game. In this thesis, we develop a formal proof method for the automatic acquisition of rich game-specific invariance properties. To this end, we first introduce a simple yet expressive property description language to address knowledge-free game properties which may involve arbitrary finite sequences of successive game states. We specify a semantic based on state transition systems over the Game Description Language, and develop a provably correct formal theory which allows to show the validity of game properties with respect to their semantic across all reachable game states. Our proof theory does not require to visit every single reachable state. Instead, it applies an induction principle on the game rules based on the generation of answer set programs, allowing to apply any off-the-shelf answer set solver to practically verify invariance properties even in complex games whose state space cannot totally be explored. To account for the recent extension of the description language to games with incomplete information and elements of chance, we correctly extend our induction method to properties involving player knowledge. With an extensive evaluation we show its practical applicability even in complex games

    What Do Paraconsistent, Undecidable, Random, Computable and Incomplete mean? A Review of Godel's Way: Exploits into an undecidable world by Gregory Chaitin, Francisco A Doria, Newton C.A. da Costa 160p (2012) (review revised 2019)

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    In ‘Godel’s Way’ three eminent scientists discuss issues such as undecidability, incompleteness, randomness, computability and paraconsistency. I approach these issues from the Wittgensteinian viewpoint that there are two basic issues which have completely different solutions. There are the scientific or empirical issues, which are facts about the world that need to be investigated observationally and philosophical issues as to how language can be used intelligibly (which include certain questions in mathematics and logic), which need to be decided by looking at how we actually use words in particular contexts. When we get clear about which language game we are playing, these topics are seen to be ordinary scientific and mathematical questions like any others. Wittgenstein’s insights have seldom been equaled and never surpassed and are as pertinent today as they were 80 years ago when he dictated the Blue and Brown Books. In spite of its failings—really a series of notes rather than a finished book—this is a unique source of the work of these three famous scholars who have been working at the bleeding edges of physics, math and philosophy for over half a century. Da Costa and Doria are cited by Wolpert (see below or my articles on Wolpert and my review of Yanofsky’s ‘The Outer Limits of Reason’) since they wrote on universal computation, and among his many accomplishments, Da Costa is a pioneer in paraconsistency. Those wishing a comprehensive up to date framework for human behavior from the modern two systems view may consult my book ‘The Logical Structure of Philosophy, Psychology, Mind and Language in Ludwig Wittgenstein and John Searle’ 2nd ed (2019). Those interested in more of my writings may see ‘Talking Monkeys--Philosophy, Psychology, Science, Religion and Politics on a Doomed Planet--Articles and Reviews 2006-2019 3rd ed (2019), The Logical Structure of Human Behavior (2019), and Suicidal Utopian Delusions in the 21st Century 4th ed (2019

    Coordination and Learning with a Partial Language

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    This paper explores how efficiency promotes the use of structure in language. It starts from the premise that one of language’s central characteristics is to provide a means for saying novel things about novel circumstances, its creativity. It is reasonable to expect that in a rich and changing environment, language will be incomplete. This encourages reliance on structure. It is shown how creative language use emerges form common knowledge structures, even if those structures are consistent with an a priori absence of a common language. ZUSAMMENFASSUNG - (Koordination und Lernen mit einer Partialsprache) In diesem Beitrag wird die Anwendung von Strukturen in einer Sprache aus Effizienzsicht begrĂŒndet. Der Artikel geht davon aus, daß eines der wichtigsten Merkmale der Sprache in ihrer KreativitĂ€t zu sehen ist, d. h. als Mittel, um Neues ĂŒber neue Sachverhalte auszusagen. Es ist deshalb zu erwarten, daß in einer vielfĂ€ltigen und sich verĂ€ndernden Umwelt die Sprache unvollstĂ€ndig bleiben wird. Dies fördert die Anwendung von Strukturen. Es wird gezeigt, wie die kreative Sprachanwendung aus allgemeinen Wissensstrukturen entsteht, auch dann, wenn diese Strukturen a priori noch keine gemeinsame Sprache bilden.Language; Coordination; Optimal Learning; Common Knowledge

    Belief-Invariant and Quantum Equilibria in Games of Incomplete Information

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    Drawing on ideas from game theory and quantum physics, we investigate nonlocal correlations from the point of view of equilibria in games of incomplete information. These equilibria can be classified in decreasing power as general communication equilibria, belief-invariant equilibria and correlated equilibria, all of which contain the familiar Nash equilibria. The notion of belief-invariant equilibrium has appeared in game theory before, in the 1990s. However, the class of non-signalling correlations associated to belief-invariance arose naturally already in the 1980s in the foundations of quantum mechanics. Here, we explain and unify these two origins of the idea and study the above classes of equilibria, and furthermore quantum correlated equilibria, using tools from quantum information but the language of game theory. We present a general framework of belief-invariant communication equilibria, which contains (quantum) correlated equilibria as special cases. It also contains the theory of Bell inequalities, a question of intense interest in quantum mechanics, and quantum games where players have conflicting interests, a recent topic in physics. We then use our framework to show new results related to social welfare. Namely, we exhibit a game where belief-invariance is socially better than correlated equilibria, and one where all non-belief-invariant equilibria are socially suboptimal. Then, we show that in some cases optimal social welfare is achieved by quantum correlations, which do not need an informed mediator to be implemented. Furthermore, we illustrate potential practical applications: for instance, situations where competing companies can correlate without exposing their trade secrets, or where privacy-preserving advice reduces congestion in a network. Along the way, we highlight open questions on the interplay between quantum information, cryptography, and game theory

    Developing Artificial Intelligence Agents for a Turn-Based Imperfect Information Game

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    Artificial intelligence (AI) is often employed to play games, whether to entertain human opponents, devise and test strategies, or obtain other analytical data. Games with hidden information require specific approaches by the player. As a result, the AI must be equipped with methods of operating without certain important pieces of information while being aware of the resulting potential dangers. The computer game GNaT was designed as a testbed for AI strategies dealing specifically with imperfect information. Its development and functionality are described, and the results of testing several strategies through AI agents are discussed

    The Present and Future of Game Theory

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    A broad nontechnical coverage of many of the developments in game theory since the 1950s is given together with some comments on important open problems and where some of the developments may take place. The nearly 90 references given serve only as a minimal guide to the many thousands of books and articles that have been written. The purpose here is to present a broad brush picture of the many areas of study and application that have come into being. The use of deep techniques flourishes best when it stays in touch with application. There is a vital symbiotic relationship between good theory and practice. The breakneck speed of development of game theory calls for an appreciation of both the many realities of conflict, coordination and cooperation and the abstract investigation of all of them.Game theory, Application and theory, Social sciences, Law, Experimental gaming, conflict, Coordination and cooperation
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