Comparative Analysis of Three General Game Players

2010 ◽  
Vol 143-144 ◽  
pp. 1117-1121
Author(s):  
Zhen Dong Li ◽  
Li Chao Feng ◽  
Shu Qing Zheng ◽  
Dian Xuan Gong

This paper presents the cases of three Association for the Advancement of Artificial Intelligence (AAAI) General Game Playing (GGP) Competition winners named Clune player, Flux player and CADIA Player in detail. The paper describes architectures of three players and how they work. The paper gives insight into the approaches the three players take and key features of their models. Lastly, this paper makes further analysis about the advantages and disadvantages of the three players’ models and makes some comparisons among the three players.

10.29007/z5zn ◽  
2018 ◽  
Author(s):  
Abhijeet Mohapatra ◽  
Bertrand Decoster ◽  
Sudhir Agarwal ◽  
Michael Genesereth

Identification of implicit structures in dynamic systems is a fundamental problem in Artificial Intelligence. In this paper, we focus on General Game Playing where games are modeled as finite state machines. We define a new property of game states called invariant projections which strongly corresponds to humans' intuition of game boards and may be applied in General Game Playing to support powerful heuristics, and to automate the design of game visualizations. We prove that the computation of invariant projections is Pi_{2}^{P}-complete in the size of the game description. We also show that invariant projections form a lattice, and the lattice ordering may be used to reduce the time to compute invariant projections potentially by a factor that is exponential in the schema size of game states. To enable competitive general game players to efficiently identify boards, we propose a sound (but incomplete) heuristic for computing invariant projections and evaluate its performance.


AI Magazine ◽  
2013 ◽  
Vol 34 (2) ◽  
pp. 107 ◽  
Author(s):  
Michael Genesereth ◽  
Yngvi Björnsson

Games have played a prominent role as a test-bed for advancements in the field of Artificial Intelligence ever since its foundation over half a century ago, resulting in highly specialized world-class game-playing systems being developed for various games. The establishment of the International General Game Playing Competition in 2005, however, resulted in a renewed interest in more general problem solving approaches to game playing. In general game playing (GGP) the goal is to create game-playing systems that autonomously learn how to skillfully play a wide variety of games, given only the descriptions of the game rules. In this paper we review the history of the competition, discuss progress made so far, and list outstanding research challenges.


AI Magazine ◽  
2009 ◽  
Vol 30 (1) ◽  
pp. 87
Author(s):  
Sara Reese Hedberg

This summer's AAAI Conference on Artificial Intelligence (AAAI-08) and its sister Conference on Innovative Applications of AI (IAAI-08) continued their long tradition of being a focal point of AI. This year's conferences were held in Chicago at the Hyatt Regency McCormick Place, July 13-17, 2008. The multidimensional conference offerings included nine invited talks, 251 technical papers, 22 innovative applications of AI papers, three competitions (poker, AI video, and general game playing), three special tracks (AI and the web, integrated intelligence, and physically grounded AI), 15 tutorials, 15 workshops, and 11 intelligent system demonstrations, as well as a number of awards, a doctoral consortium, student poster session and programs, and a vendor exhibit. This translated into a plethora of choices for the 921 conference attendees. An additional 175 people exclusively attended the tutorials, workshops, or exhibit.


2014 ◽  
Vol 26 (5) ◽  
pp. 1697-1727 ◽  
Author(s):  
Maciej Świechowski ◽  
Jacek Mańdziuk

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