488 research outputs found

    Regular Boardgames

    Full text link
    We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the description in one GGP formalism, compensating certain drawbacks of the existing languages. This often makes RBG more suitable for various research and practical developments in GGP. While dedicated mostly for describing board games, RBG is universal for the class of all finite deterministic turn-based games with perfect information. We establish foundations of RBG, and analyze it theoretically and experimentally, focusing on the efficiency of reasoning. Regular Boardgames is the first GGP language that allows efficient encoding and playing games with complex rules and with large branching factor (e.g.\ amazons, arimaa, large chess variants, go, international checkers, paper soccer).Comment: AAAI 201

    Groups and nonlinear dynamical systems. Chaotic dynamics on the SU(2)xSU(2) group

    Full text link
    In our previous paper: K. Kowalski and J. Rembieli\'nski, Groups and nonlinear dynamical systems. Dynamics on the SU(2) group, Physica D 99, 237 (1996), we introduced an abstract Newton-like equation on a general Lie algebra such that submanifolds fixed by the second-order Casimir operator are attracting set. The corresponding group parameters satisfy the nonlinear dynamical system having an attractor coinciding with the submanifold. In this work we discuss the case with the SU(2)×SU(2)SU(2)\times SU(2) group. The resulting second-order system in R6R^6 is demonstrated to exhibit chaotic behaviour.Comment: 12 pages LaTeX, uses espart.sty and equation.sty; accepted for publication in Chaos, Solitons & Fractal

    Text-based Adventures of the Golovin AI Agent

    Full text link
    The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. In this paper, we present our approach to tackle the problem. Our agent, named Golovin, takes advantage of the limited game domain. We use genre-related corpora (including fantasy books and decompiled games) to create language models suitable to this domain. Moreover, we embed mechanisms that allow us to specify, and separately handle, important tasks as fighting opponents, managing inventory, and navigating on the game map. We validated usefulness of these mechanisms, measuring agent's performance on the set of 50 interactive fiction games. Finally, we show that our agent plays on a level comparable to the winner of the last year Text-Based Adventure AI Competition

    Summarizing Strategy Card Game AI Competition

    Full text link
    This paper concludes five years of AI competitions based on Legends of Code and Magic (LOCM), a small Collectible Card Game (CCG), designed with the goal of supporting research and algorithm development. The game was used in a number of events, including Community Contests on the CodinGame platform, and Strategy Card Game AI Competition at the IEEE Congress on Evolutionary Computation and IEEE Conference on Games. LOCM has been used in a number of publications related to areas such as game tree search algorithms, neural networks, evaluation functions, and CCG deckbuilding. We present the rules of the game, the history of organized competitions, and a listing of the participant and their approaches, as well as some general advice on organizing AI competitions for the research community. Although the COG 2022 edition was announced to be the last one, the game remains available and can be played using an online leaderboard arena
    • …
    corecore