2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8848070
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General Board Game Playing for Education and Research in Generic AI Game Learning

Abstract: We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be tedious and repetitive parts in coding. GBG is suitable for arbitrary 1-, 2-, . . . , N -player board games. It makes a generic TD(λ)-n-tuple agent for the first time available to arbitrary games.… Show more

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Cited by 21 publications
(14 citation statements)
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“…Each subsequent level requires, after all, skills acquired at previous levels [21]. The authors in [22] conclude that the game's dynamics are improved when levels or progress bars are involved. In addition, storytelling is another game design aspect that highly contributes to the successful integration of games into the learning process.…”
Section: Games and Learning: Theoretical Aspectsmentioning
confidence: 99%
“…Each subsequent level requires, after all, skills acquired at previous levels [21]. The authors in [22] conclude that the game's dynamics are improved when levels or progress bars are involved. In addition, storytelling is another game design aspect that highly contributes to the successful integration of games into the learning process.…”
Section: Games and Learning: Theoretical Aspectsmentioning
confidence: 99%
“…Such an approach has tremendous potential to successfully introduce those concepts to pre-college students. Looking in the literature we can find several studies that exploit the intersection between games and AI/ML to form the basis for a dedicated course or a module of a course (Zhou et al, 2017;Zhou et al, 2018;Li et al, 2019;Konen, 2019). In this work we provide a general review of games and software tools that can be used to support AI and ML pre-college education.…”
Section: Related Workmentioning
confidence: 99%
“…AI research in games has subsequently grown far beyond the domain of board games (Yannakakis & Togelius, 2018). Nonetheless, these continue to be a focus of active research, not only in AI techniques for playing particular games -e.g., Go (Silver et al, 2016) -but also for playing board games in general (Konen, 2019;Kowalski et al, 2019;Piette et al, 2019) or even creating new ones (Stephenson et al, 2019;Kowalski & Szyku la, 2016). Furthermore, new board game AI challenges and competitions continue to be proposed (Justesen et al, 2019).…”
Section: Introductionmentioning
confidence: 99%