The effectiveness of persuasion in The Settlers of Catan
item type: conferencePaper
is part of: 2014 IEEE Conference on Computational Intelligence and Games
  type: Journal
  identifier: ISBN 978-1-4799-3547-5
  identifier: DOI 10.1109/CIG.2014.6932861
publisher: IEEE
  type: Organization
  adr: Address
    locality: Dortmund, Germany
authors: Person
  surname: Guhe
  given name: Markus
authors: Person
  surname: Lascarides
  given name: Alex
link: Submitted Version
date: 8/2014
library catalog: DOI.org (Crossref)
date submitted: 2020-07-20 18:00:29
pages: 1-8
presented at: 2014 IEEE Conference on Computational Intelligence and Games (CIG)

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The effectiveness of persuasion in The Settlers of Catan
item type: conferencePaper
is part of: 2014 IEEE Conference on Computational Intelligence and Games
  type: Journal
  identifier: DOI 10.1109/cig.2014.6932861
publisher: IEEE
authors: Person
  surname: Guhe
  given name: Markus
authors: Person
  surname: Lascarides
  given name: Alex
link: Submitted Version
date: August 2014

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item type: attachment
date submitted: 2020-07-20 18:34:57
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Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan
type: Article
item type: journalArticle
is part of: International Journal of Gaming and Computer-Mediated Simulations
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  volume: 10
  identifier: DOI 10.4018/ijgcms.2018040103
  number: 2
authors: Person
  surname: Boda
  given name: Márton Attila
link: Full Text
date: April 2018
description: Publisher: IGI Global
pages: 47–70

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date submitted: 2020-07-20 18:22:11
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Game strategies for The Settlers of Catan
item type: conferencePaper
is part of: 2014 IEEE Conference on Computational Intelligence and Games
  type: Journal
  identifier: DOI 10.1109/cig.2014.6932884
publisher: IEEE
authors: Person
  surname: Guhe
  given name: Markus
authors: Person
  surname: Lascarides
  given name: Alex
link: Submitted Version
date: August 2014

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date submitted: 2020-07-20 18:24:09
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Monte-Carlo Tree Search in Settlers of Catan
type: BookSection
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is part of: Lecture Notes in Computer Science
publisher: Springer Berlin Heidelberg
authors: Person
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authors: Person
  surname: Chaslot
  given name: Guillaume
authors: Person
  surname: Spronck
  given name: Pieter
link: Full Text
date: 2010
description: DOI: 10.1007/978-3-642-12993-3_3
pages: 21–32

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item type: attachment
date submitted: 2020-07-20 18:29:58
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Deep Reinforcement Learning in Strategic Board Game Environments
type: BookSection
item type: bookSection
is part of: Multi-Agent Systems
publisher: Springer International Publishing
authors: Person
  surname: Xenou
  given name: Konstantia
authors: Person
  surname: Chalkiadakis
  given name: Georgios
authors: Person
  surname: Afantenos
  given name: Stergos
link: Accepted Version
date: 2019
description: DOI: 10.1007/978-3-030-14174-5_16
pages: 233–248

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item type: attachment
date submitted: 2020-07-20 18:10:35
link mode: 1
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Mini-Risk: Strategies for a Simplified Board Game
type: Article
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is part of: Journal of the Operational Research Society
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authors: Person
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link: Full Text
date: January 1990
description: Publisher: Informa UK Limited
pages: 9–16

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date submitted: 2020-07-20 18:28:37
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Learning the risk board game with classifier systems
item type: conferencePaper
is part of: Proceedings of the 2002 ACM symposium on Applied computing - SAC \textquotesingle02
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  identifier: DOI 10.1145/508791.508904
publisher: ACM Press
authors: Person
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authors: Person
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link: Full Text
date: 2002

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date submitted: 2020-07-20 18:26:40
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Markov Chains and the RISK Board Game
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is part of: Mathematics Magazine
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authors: Person
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  given name: Bariş
link: Full Text
date: December 1997
description: Publisher: Informa UK Limited
pages: 349–357

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date submitted: 2020-07-20 18:28:15
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Markov Chains for the RISK Board Game Revisited
type: Article
item type: journalArticle
is part of: Mathematics Magazine
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authors: Person
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link: Full Text
date: April 2003
description: Publisher: Informa UK Limited
pages: 129–135

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date submitted: 2020-07-20 18:28:23
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Planning an Endgame Move Set for the Game RISK: A Comparison of Search Algorithms
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is part of: IEEE Trans. Evol. Computat.
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authors: Person
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link: Full Text
date: December 2005
description: Publisher: Institute of Electrical and Electronics Engineers (IEEE)
pages: 641–652

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date submitted: 2020-07-20 18:31:44
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Monte Carlo Methods for the Game Kingdomino
item type: conferencePaper
is part of: 2018 IEEE Conference on Computational Intelligence and Games (CIG)
  type: Journal
  identifier: DOI 10.1109/cig.2018.8490419
publisher: IEEE
authors: Person
  surname: Gedda
  given name: Magnus
authors: Person
  surname: Lagerkvist
  given name: Mikael Z.
authors: Person
  surname: Butler
  given name: Martin
link: Submitted Version
date: August 2018

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:29:37
link mode: 1
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How to Make the Perfect Fireworks Display: Two Strategies forHanabi
type: Article
item type: journalArticle
is part of: Mathematics Magazine
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  volume: 88
  identifier: DOI 10.4169/math.mag.88.5.323
  number: 5
authors: Person
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  given name: Franklin H. J.
authors: Person
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authors: Person
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  given name: Josh
link: Full Text
date: December 2015
description: Publisher: Informa UK Limited
pages: 323–336

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date submitted: 2020-07-20 18:26:02
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Evaluating and modelling Hanabi-playing agents
item type: conferencePaper
is part of: 2017 IEEE Congress on Evolutionary Computation (CEC)
  type: Journal
  identifier: DOI 10.1109/cec.2017.7969465
publisher: IEEE
authors: Person
  surname: Walton-Rivers
  given name: Joseph
authors: Person
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  given name: Piers R.
authors: Person
  surname: Bartle
  given name: Richard
authors: Person
  surname: Perez-Liebana
  given name: Diego
authors: Person
  surname: Lucas
  given name: Simon M.
link: Accepted Version
date: June 2017

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item type: attachment
date submitted: 2020-07-20 18:16:01
link mode: 1
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The Hanabi challenge: A new frontier for AI research
type: Article
item type: journalArticle
is part of: Artificial Intelligence
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  volume: 280
  identifier: DOI 10.1016/j.artint.2019.103216
authors: Person
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authors: Person
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authors: Person
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  given name: Michael
link: Full Text
date: March 2020
description: Publisher: Elsevier BV
pages: 103216

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date submitted: 2020-07-20 18:35:12
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The 2018 Hanabi competition
item type: conferencePaper
is part of: 2019 IEEE Conference on Games (CoG)
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  identifier: DOI 10.1109/cig.2019.8848008
publisher: IEEE
authors: Person
  surname: Walton-Rivers
  given name: Joseph
authors: Person
  surname: Williams
  given name: Piers R.
authors: Person
  surname: Bartle
  given name: Richard
link: Accepted Version
date: August 2019

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item type: attachment
date submitted: 2020-07-20 18:34:35
link mode: 1
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Diverse Agents for Ad-Hoc Cooperation in Hanabi
item type: conferencePaper
is part of: 2019 IEEE Conference on Games (CoG)
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  identifier: DOI 10.1109/cig.2019.8847944
publisher: IEEE
authors: Person
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  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
authors: Person
  surname: Menzel
  given name: Stefan
link: Submitted Version
date: August 2019

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:11:10
link mode: 1
type: application/pdf

Monopoly as a Markov Process
type: Article
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link: Submitted Version
date: January 1972
description: Publisher: Informa UK Limited
pages: 26–29

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date submitted: 2020-07-20 18:37:15
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Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering
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is part of: IEEE Trans. Comput. Intell. AI Games
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authors: Person
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authors: Person
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  given name: Edward J.
link: Accepted Version
date: December 2012
description: Publisher: Institute of Electrical and Electronics Engineers (IEEE)
pages: 241–257

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item type: attachment
date submitted: 2020-07-20 18:14:45
link mode: 1
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Optimal Card-Collecting Strategies for Magic: The Gathering
type: Article
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is part of: The College Mathematics Journal
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  identifier: DOI 10.1080/07468342.2000.11974103
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link: Full Text
date: January 2000
description: Publisher: Informa UK Limited
pages: 15–21

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date submitted: 2020-07-20 18:37:22
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Monte Carlo search applied to card selection in Magic: The Gathering
item type: conferencePaper
is part of: 2009 IEEE Symposium on Computational Intelligence and Games
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  identifier: DOI 10.1109/cig.2009.5286501
publisher: IEEE
authors: Person
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link: Full Text
date: September 2009

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UNO Is Hard, Even for a Single Player
type: BookSection
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is part of: Lecture Notes in Computer Science
publisher: Springer Berlin Heidelberg
authors: Person
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link: Submitted Version
date: 2010
description: DOI: 10.1007/978-3-642-13122-6_15
pages: 133–144

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item type: attachment
date submitted: 2020-07-20 18:36:18
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QUIXO is EXPTIME-complete
type: Article
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is part of: Information Processing Letters
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link: Full Text
date: July 2020
description: Publisher: Elsevier BV
pages: 105995

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date submitted: 2020-07-20 18:31:53
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SCOUT: A Case-Based Reasoning Agent for Playing Race for the Galaxy
type: BookSection
item type: bookSection
is part of: Case-Based Reasoning Research and Development
publisher: Springer International Publishing
authors: Person
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date: 2017
description: DOI: 10.1007/978-3-319-61030-6_27
pages: 390–402

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Game, Set, Math
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is part of: Mathematics Magazine
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link: Full Text
date: April 2012
description: Publisher: Informa UK Limited
pages: 83–96

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date submitted: 2020-07-20 18:24:32
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The Joy of SET
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is part of: The American Mathematical Monthly
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date: February 2018
description: Publisher: Informa UK Limited
pages: 284–288

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date submitted: 2020-07-20 18:35:34
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Implementation of Artificial Intelligence with 3 Different Characters of AI Player on “Monopoly Deal” Computer Game
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is part of: Communications in Computer and Information Science
publisher: Springer Berlin Heidelberg
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date: 2015
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Nearly Optimal Computer Play in Multi-player Yahtzee
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is part of: Computers and Games
publisher: Springer Berlin Heidelberg
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Computer Strategies for Solitaire Yahtzee
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is part of: 2007 IEEE Symposium on Computational Intelligence and Games
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date: 2007

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Modeling expert problem solving in a game of chance: a Yahtzeec case study
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date: May 2001
description: Publisher: Wiley
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Systematic Selection of N-Tuple Networks for 2048
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is part of: Computers and Games
publisher: Springer International Publishing
authors: Person
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date: 2016
description: DOI: 10.1007/978-3-319-50935-8_8
pages: 81–92

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Systematic selection of N-tuple networks with consideration of interinfluence for game 2048
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is part of: 2016 Conference on Technologies and Applications of Artificial Intelligence (TAAI)
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publisher: IEEE
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date: November 2016

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An investigation into 2048 AI strategies
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is part of: 2014 IEEE Conference on Computational Intelligence and Games
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date: August 2014

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Learning to Play No-Press Diplomacy with Best Response Policy Iteration
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is part of: arxiv:2006.04635
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date: 2020

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No Press Diplomacy: Modeling Multi-Agent Gameplay
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date: 2019

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Agent Madoff: A Heuristic-Based Negotiation Agent For The Diplomacy Strategy Game
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is part of: arxiv:1902.06996
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date: 2019

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Monte Carlo Methods for the Game Kingdomino
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is part of: arxiv:1807.04458
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date: 2018

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NP-completeness of the game Kingdomino
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is part of: arxiv:1909.02849
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date: 2019

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Improving Policies via Search in Cooperative Partially Observable Games
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date: 2019

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date submitted: 2020-07-20 18:26:28
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Hanabi is NP-hard, Even for Cheaters who Look at Their Cards
type: Article
item type: journalArticle
is part of: arxiv:1603.01911
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date: 2016

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Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
type: Article
item type: journalArticle
is part of: arxiv:2004.13710
authors: Person
  surname: Canaan
  given name: Rodrigo
authors: Person
  surname: Gao
  given name: Xianbo
authors: Person
  surname: Togelius
  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
authors: Person
  surname: Menzel
  given name: Stefan
link: Full Text
date: 2020

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:25:19
link mode: 1
type: application/pdf

Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners
type: Article
item type: journalArticle
is part of: arxiv:2004.13291
authors: Person
  surname: Canaan
  given name: Rodrigo
authors: Person
  surname: Gao
  given name: Xianbo
authors: Person
  surname: Chung
  given name: Youjin
authors: Person
  surname: Togelius
  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
authors: Person
  surname: Menzel
  given name: Stefan
link: Full Text
date: 2020

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:22:45
link mode: 1
type: application/pdf

Magic: the Gathering is as Hard as Arithmetic
type: Article
item type: journalArticle
is part of: arxiv:2003.05119
authors: Person
  surname: Biderman
  given name: Stella
link: Full Text
date: 2020

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:27:42
link mode: 1
type: application/pdf

Magic: The Gathering is Turing Complete
type: Article
item type: journalArticle
is part of: arxiv:1904.09828
authors: Person
  surname: Churchill
  given name: Alex
authors: Person
  surname: Biderman
  given name: Stella
authors: Person
  surname: Herrick
  given name: Austin
link: Full Text
date: 2019

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:27:51
link mode: 1
type: application/pdf

Neural Networks Models for Analyzing Magic: the Gathering Cards
type: Article
item type: journalArticle
is part of: arxiv:1810.03744
authors: Person
  surname: Zilio
  given name: Felipe
authors: Person
  surname: Prates
  given name: Marcelo
link: Full Text
date: 2018

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:30:42
link mode: 1
type: application/pdf

Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game
item type: conferencePaper
is part of: Proceedings of the 2020 4th International Conference on Intelligent Systems, Metaheuristics & Swarm Intelligence
  type: Journal
  identifier: DOI 10.1145/3396474.3396492
publisher: ACM
authors: Person
  surname: Grichshenko
  given name: Alexandr
authors: Person
  surname: Araújo
  given name: Luiz Jonatã Pires de
authors: Person
  surname: Gimaeva
  given name: Susanna
authors: Person
  surname: Brown
  given name: Joseph Alexander
link: Submitted Version
date: March 2020

Submitted Version
type: Attachment
item type: attachment
date submitted: 2020-07-20 18:36:31
link mode: 1
type: application/pdf

A mathematical model of the Mafia game
type: Article
item type: journalArticle
is part of: arxiv:1009.1031
authors: Person
  surname: Migdał
  given name: Piotr
link: Full Text
date: 2010

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item type: attachment
date submitted: 2020-07-20 18:20:44
link mode: 1
type: application/pdf

The complexity of UNO
type: Article
item type: journalArticle
is part of: arxiv:1003.2851
authors: Person
  surname: Demaine
  given name: Erik D.
authors: Person
  surname: Demaine
  given name: Martin L.
authors: Person
  surname: Harvey
  given name: Nicholas J. A.
authors: Person
  surname: Uehara
  given name: Ryuhei
authors: Person
  surname: Uno
  given name: Takeaki
authors: Person
  surname: Uno
  given name: Yushi
link: Full Text
date: 2010

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:34:43
link mode: 1
type: application/pdf

Trainyard is NP-Hard
type: Article
item type: journalArticle
is part of: arxiv:1603.00928
authors: Person
  surname: Almanza
  given name: Matteo
authors: Person
  surname: Leucci
  given name: Stefano
authors: Person
  surname: Panconesi
  given name: Alessandro
link: Full Text
date: 2016

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:36:08
link mode: 1
type: application/pdf

Threes!, Fives, 1024!, and 2048 are Hard
type: Article
item type: journalArticle
is part of: arxiv:1505.04274
authors: Person
  surname: Langerman
  given name: Stefan
authors: Person
  surname: Uno
  given name: Yushi
link: Full Text
date: 2015

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:35:46
link mode: 1
type: application/pdf

Making Change in 2048
type: Article
item type: journalArticle
is part of: arxiv:1804.07396
authors: Person
  surname: Eppstein
  given name: David
link: Full Text
date: 2018

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:28:01
link mode: 1
type: application/pdf

Analysis of the Game "2048" and its Generalization in Higher Dimensions
type: Article
item type: journalArticle
is part of: arxiv:1804.07393
authors: Person
  surname: Das
  given name: Madhuparna
authors: Person
  surname: Paul
  given name: Goutam
link: Full Text
date: 2018

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:21:31
link mode: 1
type: application/pdf

Multi-Stage Temporal Difference Learning for 2048-like Games
type: Article
item type: journalArticle
is part of: arxiv:1606.07374
authors: Person
  surname: Yeh
  given name: Kun-Hao
authors: Person
  surname: Wu
  given name: I.-Chen
authors: Person
  surname: Hsueh
  given name: Chu-Hsuan
authors: Person
  surname: Chang
  given name: Chia-Chuan
authors: Person
  surname: Liang
  given name: Chao-Chin
authors: Person
  surname: Chiang
  given name: Han
link: Full Text
date: 2016

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:30:19
link mode: 1
type: application/pdf

2048 is (PSPACE) Hard, but Sometimes Easy
type: Article
item type: journalArticle
is part of: arxiv:1408.6315
authors: Person
  surname: Mehta
  given name: Rahul
link: Full Text
date: 2014

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:20:36
link mode: 1
type: application/pdf

Settlers of Catan bot trained using reinforcement learning
type: Data
item type: computerProgram
programming language: MATLAB

Trading in a multiplayer board game: Towards an analysis of non-cooperative dialogue
item type: conferencePaper
is part of: Proceedings of the Annual Meeting of the Cognitive Science Society
  type: Journal
  volume: 34
authors: Person
  surname: Guhe
  given name: Markus
authors: Person
  surname: Lascarides
  given name: Alex
link: Guhe and Lascarides - 2012 - Trading in a multiplayer board game Towards an an.pdf
date: 2012
description: Issue: 34

Guhe and Lascarides - 2012 - Trading in a multiplayer board game Towards an an.pdf
type: Attachment
item type: attachment
type: application/pdf

POMCP with Human Preferencesin Settlers of Catan
type: Article
item type: journalArticle
is part of: Journal
link: POMCP with Human Preferencesin Settlers of Catan.pdf

POMCP with Human Preferencesin Settlers of Catan.pdf
type: Attachment
item type: attachment
type: application/pdf

The impact of loaded dice in Catan
type: Document
item type: blogPost
is part of: Blog

Monte Carlo Tree Search in a Modern Board Game Framework
type: Article
item type: journalArticle
is part of: Journal
link: Full Text

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:47:19
link mode: 1
type: application/pdf

Reinforcement Learning of Strategies for Settlers of Catan
type: Book
item type: book
authors: Person
  surname: Pfeiffer
  given name: Michael
link: Pfeiffer - 2004 - Reinforcement Learning of Strategies for Settlers .pdf
date: 2004

Pfeiffer - 2004 - Reinforcement Learning of Strategies for Settlers .pdf
type: Attachment
item type: attachment
type: application/pdf

An Intelligent Artificial Player for the Game of Risk
type: ConferenceProceedings
item type: presentation
link: An Intelligent Artificial Player for the Game of R.pdf

An Intelligent Artificial Player for the Game of R.pdf
type: Attachment
item type: attachment
type: application/pdf

RISKy Business: An In-Depth Look at the Game RISK
type: Article
item type: journalArticle
is part of: Journal
link: RISKy Business An In-Depth Look at the Game RISK.pdf

RISKy Business An In-Depth Look at the Game RISK.pdf
type: Attachment
item type: attachment
type: application/pdf

RISK Board Game ‐ Battle Outcome Analysis
type: Article
item type: journalArticle
is part of: Journal
link: RISK Board Game ‐ Battle Outcome Analysis.pdf
link: Full Text

RISK Board Game ‐ Battle Outcome Analysis.pdf
type: Attachment
item type: attachment
type: application/pdf

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type: Attachment
item type: attachment
date submitted: 2020-07-20 18:54:23
link mode: 1
type: application/pdf

A multi-agent system for playing the board game risk
type: Book
item type: book
authors: Person
  surname: Olsson
  given name: Fredrik
date: 2005

State Representation and Polyomino Placement for the Game Patchwork
type: Document
item type: blogPost
is part of: Blog

State Representation and Polyomino Placement for the Game Patchwork
type: Article
item type: journalArticle
is part of: arXiv:2001.04233 [cs]
authors: Person
  surname: Lagerkvist
  given name: Mikael Zayenz
is referenced by: Code: https://github.com/zayenz/cp-mod-ref-2019-patchwork
is referenced by: Comment: In ModRef 2019, The 18th workshop on Constraint Modelling and Reformulation
link: arXiv Fulltext PDF
link: arXiv.org Snapshot
subject: Computer Science - Artificial Intelligence
abstract: Modern board games are a rich source of entertainment for many people, but also contain interesting and challenging structures for game playing research and implementing game playing agents. This paper studies the game Patchwork, a two player strategy game using polyomino tile drafting and placement. The core polyomino placement mechanic is implemented in a constraint model using regular constraints, extending and improving the model in (Lagerkvist, Pesant, 2008) with: explicit rotation handling; optional placements; and new constraints for resource usage. Crucial for implementing good game playing agents is to have great heuristics for guiding the search when faced with large branching factors. This paper divides placing tiles into two parts: a policy used for placing parts and an evaluation used to select among different placements. Policies are designed based on classical packing literature as well as common standard constraint programming heuristics. For evaluation, global propagation guided regret is introduced, choosing placements based on not ruling out later placements. Extensive evaluations are performed, showing the importance of using a good evaluation and that the proposed global propagation guided regret is a very effective guide.
date: 2020-01-13
library catalog: arXiv.org
date submitted: 2020-07-21 10:55:58
description: arXiv: 2001.04233

Code: https://github.com/zayenz/cp-mod-ref-2019-patchwork
type: Memo

Comment: In ModRef 2019, The 18th workshop on Constraint Modelling and Reformulation
type: Memo

arXiv Fulltext PDF
type: Attachment
item type: attachment
date submitted: 2020-07-21 10:56:09
link mode: 1
type: application/pdf

arXiv.org Snapshot
type: Attachment
item type: attachment
date submitted: 2020-07-21 10:56:13
link mode: 1
type: text/html

State Representation and Polyomino Placement for the Game Patchwork
type: ConferenceProceedings
item type: presentation
link: Full Text

Full Text
type: Attachment
item type: attachment
date submitted: 2020-07-21 10:56:59
link mode: 1
type: application/pdf

Nmbr9 as a Constraint Programming Challenge
type: Article
item type: journalArticle
is part of: arXiv:2001.04238 [cs]
authors: Person
  surname: Lagerkvist
  given name: Mikael Zayenz
is referenced by: Code: https://github.com/zayenz/cp-2019-nmbr9/
is referenced by: Comment: Abstract at the 25th International Conference on Principles and Practice of Constraint Programming
link: arXiv Fulltext PDF
link: arXiv.org Snapshot
subject: Computer Science - Artificial Intelligence
abstract: Modern board games are a rich source of interesting and new challenges for combinatorial problems. The game Nmbr9 is a solitaire style puzzle game using polyominoes. The rules of the game are simple to explain, but modelling the game effectively using constraint programming is hard. This abstract presents the game, contributes new generalized variants of the game suitable for benchmarking and testing, and describes a model for the presented variants. The question of the top possible score in the standard game is an open challenge.
date: 2020-01-13
library catalog: arXiv.org
date submitted: 2020-07-21 10:57:58
description: arXiv: 2001.04238

Code: https://github.com/zayenz/cp-2019-nmbr9/
type: Memo

Comment: Abstract at the 25th International Conference on Principles and Practice of Constraint Programming
type: Memo

arXiv Fulltext PDF
type: Attachment
item type: attachment
date submitted: 2020-07-21 10:58:01
link mode: 1
type: application/pdf

arXiv.org Snapshot
type: Attachment
item type: attachment
date submitted: 2020-07-21 10:58:02
link mode: 1
type: text/html

Nmbr9 as a Constraint Programming Challenge
type: Document
item type: blogPost
is part of: Blog

Re-determinizing MCTS in Hanabi
item type: conferencePaper
is part of: Journal
  identifier: DOI 10.1109/CIG.2019.8848097
authors: Person
  surname: Goodman
  given name: James
link: Goodman - 2019 - Re-determinizing MCTS in Hanabi.pdf
date: 08 2019
pages: 1-8

Goodman - 2019 - Re-determinizing MCTS in Hanabi.pdf
type: Attachment
item type: attachment
type: application/pdf

Evolving Agents for the Hanabi 2018 CIG Competition
item type: conferencePaper
is part of: 2018 IEEE Conference on Computational Intelligence and Games (CIG)
  type: Journal
  identifier: ISBN 978-1-5386-4359-4
  identifier: DOI 10.1109/CIG.2018.8490449
publisher: IEEE
  type: Organization
  adr: Address
    locality: Maastricht
authors: Person
  surname: Canaan
  given name: Rodrigo
authors: Person
  surname: Shen
  given name: Haotian
authors: Person
  surname: Torrado
  given name: Ruben
authors: Person
  surname: Togelius
  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
authors: Person
  surname: Menzel
  given name: Stefan
link: Submitted Version
date: 8/2018
library catalog: DOI.org (Crossref)
date submitted: 2020-07-21 11:01:52
pages: 1-8
presented at: 2018 IEEE Conference on Computational Intelligence and Games (CIG)

Submitted Version
type: Attachment
item type: attachment
date submitted: 2020-07-21 11:01:56
link mode: 1
type: application/pdf

Aspects of the Cooperative Card Game Hanabi
type: BookSection
item type: bookSection
is part of: BNAIC 2016: Artificial Intelligence
  type: Book
  volume: 765
  identifier: ISBN 978-3-319-67467-4 978-3-319-67468-1
publisher: Springer International Publishing
  type: Organization
  adr: Address
    locality: Cham
editors: Person
  surname: Bosse
  given name: Tibor
editors: Person
  surname: Bredeweg
  given name: Bert
authors: Person
  surname: van den Bergh
  given name: Mark J. H.
authors: Person
  surname: Hommelberg
  given name: Anne
authors: Person
  surname: Kosters
  given name: Walter A.
authors: Person
  surname: Spieksma
  given name: Flora M.
link: Full Text
date: 2017
library catalog: DOI.org (Crossref)
date submitted: 2020-07-21 11:02:26
description: Series Title: Communications in Computer and Information Science DOI: 10.1007/978-3-319-67468-1_7
pages: 93-105

Full Text
type: Attachment
item type: attachment
date submitted: 2020-07-21 11:02:31
link mode: 1
type: application/pdf

Playing Hanabi Near-Optimally
type: BookSection
item type: bookSection
is part of: Advances in Computer Games
  type: Book
  volume: 10664
  identifier: ISBN 978-3-319-71648-0 978-3-319-71649-7
publisher: Springer International Publishing
  type: Organization
  adr: Address
    locality: Cham
editors: Person
  surname: Winands
  given name: Mark H.M.
editors: Person
  surname: van den Herik
  given name: H. Jaap
editors: Person
  surname: Kosters
  given name: Walter A.
authors: Person
  surname: Bouzy
  given name: Bruno
date: 2017
library catalog: DOI.org (Crossref)
date submitted: 2020-07-21 11:02:53
description: Series Title: Lecture Notes in Computer Science DOI: 10.1007/978-3-319-71649-7_5
pages: 51-62

An intentional AI for hanabi
item type: conferencePaper
is part of: 2017 IEEE Conference on Computational Intelligence and Games (CIG)
  type: Journal
  identifier: ISBN 978-1-5386-3233-8
  identifier: DOI 10.1109/CIG.2017.8080417
publisher: IEEE
  type: Organization
  adr: Address
    locality: New York, NY, USA
authors: Person
  surname: Eger
  given name: Markus
authors: Person
  surname: Martens
  given name: Chris
authors: Person
  surname: Cordoba
  given name: Marcela Alfaro
link: Full Text
date: 8/2017
library catalog: DOI.org (Crossref)
date submitted: 2020-07-21 11:03:36
pages: 68-75
presented at: 2017 IEEE Conference on Computational Intelligence and Games (CIG)

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type: Attachment
item type: attachment
date submitted: 2020-07-21 11:03:40
link mode: 1
type: application/pdf

Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information
item type: conferencePaper
is part of: Journal
authors: Person
  surname: Osawa
  given name: Hirotaka
link: Osawa - 2015 - Solving Hanabi Estimating Hands by Opponent's Act.pdf
abstract: A unique behavior of humans is modifying one’s unobservable behavior based on the reaction of others for cooperation. We used a card game called Hanabi as an evaluation task of imitating human reflective intelligence with artificial intelligence. Hanabi is a cooperative card game with incomplete information. A player cooperates with an opponent in building several card sets constructed with the same color and ordered numbers. However, like a blind man's bluff, each player sees the cards of all other players except his/her own. Also, communication between players is restricted to information about the same numbers and colors, and the player is required to read his/his opponent's intention with the opponent's hand, estimate his/her cards with incomplete information, and play one of them for building a set. We compared human play with several simulated strategies. The results indicate that the strategy with feedbacks from simulated opponent's viewpoints achieves more score than other strategies.
date: 2015
presented at: AAAI Workshops

Osawa - 2015 - Solving Hanabi Estimating Hands by Opponent's Act.pdf
type: Attachment
item type: attachment
type: application/pdf

A Browser-based Interface for the Exploration and Evaluation of Hanabi AIs
type: Article
item type: journalArticle
is part of: Cape Cod
authors: Person
  surname: Eger
  given name: Markus
authors: Person
  surname: Martens
  given name: Chris
is referenced by: URL: http://fdg2017.org/papers/FDG2017_demo_Hanabi.pdf
link: Eger and Martens - 2017 - A Browser-based Interface for the Exploration and .pdf
date: 2017
language: en
library catalog: Zotero
pages: 4

URL: http://fdg2017.org/papers/FDG2017_demo_Hanabi.pdf
type: Memo

Eger and Martens - 2017 - A Browser-based Interface for the Exploration and .pdf
type: Attachment
item type: attachment
type: application/pdf

I see what you see: Integrating eye tracking into Hanabi playing agents
type: Article
item type: journalArticle
is part of: Journal
authors: Person
  surname: Gottwald
  given name: Eva Tallula
authors: Person
  surname: Eger
  given name: Markus
authors: Person
  surname: Martens
  given name: Chris
is referenced by: URL: http://www.exag.org/wp-content/uploads/2018/10/AIIDE-18_Upload_112.pdf
link: Gottwald et al. - I see what you see Integrating eye tracking into .pdf
abstract: Humans’ eye movements convey a lot of information about their intentions, often unconsciously. Intelligent agents that cooperate with humans in various domains can beneﬁt from interpreting this information. This paper contains a preliminary look at how eye tracking could be useful for agents that play the cooperative card game Hanabi with human players. We outline several situations in which an AI agent can utilize gaze information, and present an outlook on how we plan to integrate this with reimplementations of contemporary Hanabi agents.
language: en
library catalog: Zotero
pages: 4

URL: http://www.exag.org/wp-content/uploads/2018/10/AIIDE-18_Upload_112.pdf
type: Memo

Gottwald et al. - I see what you see Integrating eye tracking into .pdf
type: Attachment
item type: attachment
type: application/pdf

State of the art Hanabi bots + simulation framework in rust
type: Data
item type: computerProgram

A strategy simulator for the well-known cooperative card game Hanabi
type: Data
item type: computerProgram

A framework for writing bots that play Hanabi
type: Data
item type: computerProgram

Jidoukan Jenga: Teaching English through remixing games and game rules
type: Article
item type: journalArticle
is part of: Ludic Language Pedagogy
  type: Journal
  is part of: Ludic Language Pedagogy
authors: Person
  surname: deHaan
  given name: Jonathan
link: deHaan - 2020 - Jidoukan Jenga Teaching English through remixing .pdf
abstract: Let students play simple games in their L1. It’s ok! Then: You, the teacher, can help them critique the game in their L2. You, the teacher, can help them change the game in their L2. You, the teacher, can help them develop themselves. #dropthestick #dropthecarrot #bringmeaning
date: 2020-04-15
short title: Teaching English through remixing games and game rules
description: 📍 What is this? This is a recollection of a short lesson with some children. I used Jenga and a dictionary. 📍 Why did you make it? I want to show language teachers that simple games, and playing simple games in students’ first language can be a great foundation for helping students learn new vocabulary, think critically, and exercise creativity. 📍 Why is it radical? I taught using a simple board game (at a time when video games are over-focused on in research). I show what the learning looks like (I include a photo). The teaching and learning didn’t occur in a laboratory setting, but in the wild (in a community center). I focused on the learning around games. 📍 Who is it for? Language teachers can easily implement this lesson using Jenga or any other game. Language researchers can expand on the translating and remixing potential around games.

deHaan - 2020 - Jidoukan Jenga Teaching English through remixing .pdf
type: Attachment
item type: attachment
type: application/pdf

Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games
type: Article
item type: journalArticle
is part of: The Computer Games Journal
authors: Person
  surname: Heron
  given name: Michael James
authors: Person
  surname: Belford
  given name: Pauline Helen
authors: Person
  surname: Reid
  given name: Hayley
authors: Person
  surname: Crabb
  given name: Michael
link: Full Text
date: 6/2018
language: en
short title: Meeple Centred Design
library catalog: DOI.org (Crossref)
date submitted: 2020-07-28 09:08:52
pages: 97-114

The Computer Games Journal
type: Journal
volume: 7
identifier: DOI 10.1007/s40869-018-0057-8
number: 2
alternative: Comput Game J
identifier: ISSN 2052-773X

Full Text
type: Attachment
item type: attachment
date submitted: 2020-07-28 09:08:55
link mode: 1
type: application/pdf

Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility
type: Article
item type: journalArticle
is part of: The Computer Games Journal
  type: Journal
  volume: 7
  identifier: DOI 10.1007/s40869-018-0056-9
  number: 2
  alternative: Comput Game J
  identifier: ISSN 2052-773X
authors: Person
  surname: Heron
  given name: Michael James
authors: Person
  surname: Belford
  given name: Pauline Helen
authors: Person
  surname: Reid
  given name: Hayley
authors: Person
  surname: Crabb
  given name: Michael
link: Full Text
date: 6/2018
language: en
short title: Eighteen Months of Meeple Like Us
library catalog: DOI.org (Crossref)
date submitted: 2020-07-28 09:09:05
pages: 75-95

Full Text
type: Attachment
item type: attachment
date submitted: 2020-07-28 09:09:08
link mode: 1
type: application/pdf

On the complexity of Hive
type: Thesis
item type: thesis
publisher: Utrecht University
authors: Person
  surname: Andel
  given name: Daniël
link: Andel - 2020 - On the complexity of Hive.pdf
abstract: It is shown that for an arbitrary position of a Hive game where both players have the same set of N pieces it is PSPACE-hard to determine whether one of the players has a winning strategy. The proof is done by reducing the known PSPACE-complete set of true quantified boolean formulas to a game concerning these formulas, then to the game generalised geography, then to a version of that game with the restriction of having only nodes with maximum degree 3, and finally to generalised Hive. This thesis includes a short introduction to the subject of computational complexity.
date: May 2020
language: en-US
short title: On the complexity of Hive
num pages: 33
type: Bachelor thesis

Andel - 2020 - On the complexity of Hive.pdf
type: Attachment
item type: attachment
type: application/pdf

Creative Captioning: An AI Grand Challenge Based on the Dixit Board Game
type: Article
item type: journalArticle
is part of: arXiv:2010.00048 [cs]
authors: Person
  surname: Kunda
  given name: Maithilee
authors: Person
  surname: Rabkina
  given name: Irina
link: arXiv Fulltext PDF
link: arXiv.org Snapshot
subject: Computer Science - Artificial Intelligence
abstract: We propose a new class of "grand challenge" AI problems that we call creative captioning---generating clever, interesting, or abstract captions for images, as well as understanding such captions. Creative captioning draws on core AI research areas of vision, natural language processing, narrative reasoning, and social reasoning, and across all these areas, it requires sophisticated uses of common sense and cultural knowledge. In this paper, we analyze several specific research problems that fall under creative captioning, using the popular board game Dixit as both inspiration and proposed testing ground. We expect that Dixit could serve as an engaging and motivating benchmark for creative captioning across numerous AI research communities for the coming 1-2 decades.
date: 2020-09-30
short title: Creative Captioning
library catalog: arXiv.org
date submitted: 2020-10-12 04:03:28
description: arXiv: 2010.00048

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date submitted: 2020-10-12 04:03:46
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type: Attachment
item type: attachment
date submitted: 2020-10-12 04:03:53
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Shobu AI Playground
type: Data
item type: computerProgram

Shobu randomly played games dataset
type: Document
item type: webpage
is part of: Website

AI-based playtesting of contemporary board games
item type: conferencePaper
is part of: Proceedings of the International Conference on the Foundations of Digital Games - FDG '17
  type: Journal
  identifier: ISBN 978-1-4503-5319-9
  identifier: DOI 10.1145/3102071.3102105
publisher: ACM Press
  type: Organization
  adr: Address
    locality: Hyannis, Massachusetts
authors: Person
  surname: de Mesentier Silva
  given name: Fernando
authors: Person
  surname: Lee
  given name: Scott
authors: Person
  surname: Togelius
  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
link: Full Text
link: PDF
date: 2017
language: en
library catalog: DOI.org (Crossref)
date submitted: 2020-10-12 04:09:30
pages: 1-10
presented at: the International Conference

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date submitted: 2020-10-12 04:09:38
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type: Attachment
item type: attachment
date submitted: 2020-10-12 04:13:00
link mode: 3

Materials for Ticket to Ride Seattle and a framework for making more game boards
type: Data
item type: computerProgram
programmers: Person
  surname: Copley
  given name: Rowan

Nguyen Dinjian report.pdf
type: Report
item type: report
authors: Person
  surname: Nguyen
  given name: Cuong
authors: Person
  surname: Dinjian
  given name: Daniel
abstract: Ticket to Ride is a very popular, award-winning board-game where you try toscore the most points while building a railway spanning cities in America. For acomputer to learn to play this game is very difficult due to the vast state-actionspace. This project will explain why featurizing your state, and implementingcurriculum learning can help agents learn as state-action spaces grow too largefor traditional learning methods to be effective.

Evolving maps and decks for ticket to ride
item type: conferencePaper
is part of: Proceedings of the 13th International Conference on the Foundations of Digital Games
  type: Journal
  identifier: ISBN 978-1-4503-6571-0
  identifier: DOI 10.1145/3235765.3235813
publisher: ACM
  type: Organization
  adr: Address
    locality: Malmö Sweden
authors: Person
  surname: de Mesentier Silva
  given name: Fernando
authors: Person
  surname: Lee
  given name: Scott
authors: Person
  surname: Togelius
  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
link: Full Text
date: 2018-08-07
language: en
library catalog: DOI.org (Crossref)
date submitted: 2020-10-12 04:12:33
pages: 1-7
presented at: FDG '18: Foundations of Digital Games 2018

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item type: attachment
date submitted: 2020-10-12 04:12:36
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Applications of Graph Theory andProbability in the Board GameTicket toRide
type: ConferenceProceedings
item type: presentation
presenters: Person
  surname: Witter
  given name: R. Teal
presenters: Person
  surname: Lyford
  given name: Alex

Playing Catan with Cross-dimensional Neural Network
type: Article
item type: journalArticle
is part of: arXiv:2008.07079 [cs, stat]
authors: Person
  surname: Gendre
  given name: Quentin
authors: Person
  surname: Kaneko
  given name: Tomoyuki
is referenced by: Comment: 12 pages, 5 tables and 10 figures; submitted to the ICONIP 2020
link: arXiv Fulltext PDF
link: arXiv.org Snapshot
subject: Computer Science - Artificial Intelligence
subject: Computer Science - Machine Learning
subject: Statistics - Machine Learning
abstract: Catan is a strategic board game having interesting properties, including multi-player, imperfect information, stochastic, complex state space structure (hexagonal board where each vertex, edge and face has its own features, cards for each player, etc), and a large action space (including negotiation). Therefore, it is challenging to build AI agents by Reinforcement Learning (RL for short), without domain knowledge nor heuristics. In this paper, we introduce cross-dimensional neural networks to handle a mixture of information sources and a wide variety of outputs, and empirically demonstrate that the network dramatically improves RL in Catan. We also show that, for the first time, a RL agent can outperform jsettler, the best heuristic agent available.
date: 2020-08-17
library catalog: arXiv.org
date submitted: 2020-10-12 04:19:57
description: arXiv: 2008.07079

Comment: 12 pages, 5 tables and 10 figures; submitted to the ICONIP 2020
type: Memo

arXiv Fulltext PDF
type: Attachment
item type: attachment
date submitted: 2020-10-12 04:20:04
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type: Attachment
item type: attachment
date submitted: 2020-10-12 04:20:10
link mode: 1
type: text/html

Monte Carlo Tree Search for the Game of Diplomacy
item type: conferencePaper
is part of: 11th Hellenic Conference on Artificial Intelligence
  type: Journal
  identifier: ISBN 978-1-4503-8878-8
  identifier: DOI 10.1145/3411408.3411413
publisher: ACM
  type: Organization
  adr: Address
    locality: Athens Greece
authors: Person
  surname: Theodoridis
  given name: Alexios
authors: Person
  surname: Chalkiadakis
  given name: Georgios
date: 2020-09-02
language: en
library catalog: DOI.org (Crossref)
date submitted: 2020-10-12 04:20:38
pages: 16-25
presented at: SETN 2020: 11th Hellenic Conference on Artificial Intelligence

Operationalizing Intentionality to Play Hanabi with Human Players
type: Article
item type: journalArticle
is part of: IEEE Transactions on Games
authors: Person
  surname: Eger
  given name: Markus
authors: Person
  surname: Martens
  given name: Chris
authors: Person
  surname: Sauma Chacon
  given name: Pablo
authors: Person
  surname: Alfaro Cordoba
  given name: Marcela
authors: Person
  surname: Hidalgo Cespedes
  given name: Jeisson
link: Full Text
date: 2020
library catalog: DOI.org (Crossref)
date submitted: 2020-11-26 08:48:44
pages: 1-1

IEEE Transactions on Games
type: Journal
identifier: DOI 10.1109/TG.2020.3009359
alternative: IEEE Trans. Games
identifier: ISSN 2475-1502, 2475-1510

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item type: attachment
date submitted: 2020-11-26 08:48:52
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Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
type: Article
item type: journalArticle
is part of: Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
  type: Journal
  volume: 16
  number: 1
  alternative: AIIDE
authors: Person
  surname: Canaan
  given name: Rodrigo
authors: Person
  surname: Gao
  given name: Xianbo
authors: Person
  surname: Chung
  given name: Youjin
authors: Person
  surname: Togelius
  given name: Julian
authors: Person
  surname: Nealen
  given name: Andy
authors: Person
  surname: Menzel
  given name: Stefan
link: View PDF
abstract: Hanabi is a multiplayer cooperative card game, where only your partners know your cards. All players succeed or fail together. This makes the game an excellent testbed for studying collaboration. Recently, it has been shown that deep neural networks can be trained through self-play to play the game very well. However, such agents generally do not play well with others. In this paper, we investigate the consequences of training Rainbow DQN agents with human-inspired rule-based agents. We analyze with which agents Rainbow agents learn to play well, and how well playing skill transfers to agents they were not trained with. We also analyze patterns of communication between agents to elucidate how collaboration happens. A key finding is that while most agents only learn to play well with partners seen during training, one particular agent leads the Rainbow algorithm towards a much more general policy. The metrics and hypotheses advanced in this paper can be used for further study of collaborative agents.
date: October 1, 2020
date submitted: 2020-11-26
description: Section: Full Oral Papers
pages: 31-37

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type: Attachment
item type: attachment
date submitted: 2020-11-26 08:52:38
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Playing mini-Hanabi card game with Q-learning
item type: conferencePaper
is part of: 第82回全国大会講演論文集
  type: Journal
  volume: 2020
authors: Person
  surname: ひい
  given name: とう
authors: Person
  surname: 市来
  given name: 正裕
authors: Person
  surname: 中里
  given name: 研一
link: View PDF
date: February 2020
description: Issue: 1
pages: 41–42

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type: Attachment
item type: attachment
date submitted: 2020-11-26 08:54:47
link mode: 3

Accessibility
type: Collection
has part: Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games
has part: Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility

Diplomacy
type: Collection
has part: Learning to Play No-Press Diplomacy with Best Response Policy Iteration
has part: No Press Diplomacy: Modeling Multi-Agent Gameplay
has part: Agent Madoff: A Heuristic-Based Negotiation Agent For The Diplomacy Strategy Game
has part: Monte Carlo Tree Search for the Game of Diplomacy

Dixit
type: Collection
has part: Creative Captioning: An AI Grand Challenge Based on the Dixit Board Game

Hanabi
type: Collection
has part: How to Make the Perfect Fireworks Display: Two Strategies forHanabi
has part: Evaluating and modelling Hanabi-playing agents
has part: The Hanabi challenge: A new frontier for AI research
has part: The 2018 Hanabi competition
has part: Diverse Agents for Ad-Hoc Cooperation in Hanabi
has part: Improving Policies via Search in Cooperative Partially Observable Games
has part: Hanabi is NP-hard, Even for Cheaters who Look at Their Cards
has part: Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
has part: Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners
has part: Re-determinizing MCTS in Hanabi
has part: Evolving Agents for the Hanabi 2018 CIG Competition
has part: Aspects of the Cooperative Card Game Hanabi
has part: Playing Hanabi Near-Optimally
has part: An intentional AI for hanabi
has part: Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information
has part: A Browser-based Interface for the Exploration and Evaluation of Hanabi AIs
has part: I see what you see: Integrating eye tracking into Hanabi playing agents
has part: State of the art Hanabi bots + simulation framework in rust
has part: A strategy simulator for the well-known cooperative card game Hanabi
has part: A framework for writing bots that play Hanabi
has part: Operationalizing Intentionality to Play Hanabi with Human Players
has part: Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
has part: Playing mini-Hanabi card game with Q-learning

Hive
type: Collection
has part: On the complexity of Hive

Jenga
type: Collection
has part: Jidoukan Jenga: Teaching English through remixing games and game rules

Kingdomino
type: Collection
has part: Monte Carlo Methods for the Game Kingdomino
has part: NP-completeness of the game Kingdomino

Mafia
type: Collection
has part: A mathematical model of the Mafia game

Magic: The Gathering
type: Collection
has part: Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering
has part: Optimal Card-Collecting Strategies for Magic: The Gathering
has part: Monte Carlo search applied to card selection in Magic: The Gathering
has part: Magic: the Gathering is as Hard as Arithmetic
has part: Magic: The Gathering is Turing Complete
has part: Neural Networks Models for Analyzing Magic: the Gathering Cards

Mobile Games
type: Collection
has part: 2048
has part: Trainyard is NP-Hard
has part: Threes!, Fives, 1024!, and 2048 are Hard

2048
type: Collection
has part: Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering
has part: Systematic Selection of N-Tuple Networks for 2048
has part: Systematic selection of N-tuple networks with consideration of interinfluence for game 2048
has part: An investigation into 2048 AI strategies
has part: Threes!, Fives, 1024!, and 2048 are Hard
has part: Making Change in 2048
has part: Analysis of the Game "2048" and its Generalization in Higher Dimensions
has part: Multi-Stage Temporal Difference Learning for 2048-like Games
has part: 2048 is (PSPACE) Hard, but Sometimes Easy

Monopoly
type: Collection
has part: Monopoly as a Markov Process

Monopoly Deal
type: Collection
has part: Implementation of Artificial Intelligence with 3 Different Characters of AI Player on “Monopoly Deal” Computer Game

Nmbr9
type: Collection
has part: Nmbr9 as a Constraint Programming Challenge

Patchwork
type: Collection
has part: State Representation and Polyomino Placement for the Game Patchwork

Quixo
type: Collection
has part: QUIXO is EXPTIME-complete

Race for the Galaxy
type: Collection
has part: SCOUT: A Case-Based Reasoning Agent for Playing Race for the Galaxy

RISK
type: Collection
has part: Mini-Risk: Strategies for a Simplified Board Game
has part: Learning the risk board game with classifier systems
has part: Markov Chains and the RISK Board Game
has part: Markov Chains for the RISK Board Game Revisited
has part: Planning an Endgame Move Set for the Game RISK: A Comparison of Search Algorithms
has part: An Intelligent Artificial Player for the Game of Risk
has part: RISKy Business: An In-Depth Look at the Game RISK
has part: RISK Board Game ‐ Battle Outcome Analysis
has part: A multi-agent system for playing the board game risk

Set
type: Collection
has part: Game, Set, Math
has part: The Joy of SET

Settlers of Catan
type: Collection
has part: The effectiveness of persuasion in The Settlers of Catan
has part: Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan
has part: Game strategies for The Settlers of Catan
has part: Monte-Carlo Tree Search in Settlers of Catan
has part: Deep Reinforcement Learning in Strategic Board Game Environments
has part: Settlers of Catan bot trained using reinforcement learning
has part: Trading in a multiplayer board game: Towards an analysis of non-cooperative dialogue
has part: POMCP with Human Preferencesin Settlers of Catan
has part: The impact of loaded dice in Catan
has part: Monte Carlo Tree Search in a Modern Board Game Framework
has part: Reinforcement Learning of Strategies for Settlers of Catan
has part: Playing Catan with Cross-dimensional Neural Network

Shobu
type: Collection
has part: Shobu AI Playground
has part: Shobu randomly played games dataset

Terra Mystica
type: Collection
has part: Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game

Ticket to Ride
type: Collection
has part: AI-based playtesting of contemporary board games
has part: Materials for Ticket to Ride Seattle and a framework for making more game boards
has part: Nguyen Dinjian report.pdf
has part: Evolving maps and decks for ticket to ride
has part: Applications of Graph Theory andProbability in the Board GameTicket toRide

UNO
type: Collection
has part: UNO Is Hard, Even for a Single Player
has part: The complexity of UNO

Yahtzee
type: Collection
has part: Nearly Optimal Computer Play in Multi-player Yahtzee
has part: Computer Strategies for Solitaire Yahtzee
has part: Modeling expert problem solving in a game of chance: a Yahtzeec case study