boardgame-research/boardgame-research.rdf

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<dcterms:abstract>A unique behavior of humans is modifying ones 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.</dcterms:abstract>
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<dcterms: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.</dcterms:abstract>
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<dcterms:abstract>Let students play simple games in their L1. Its 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.
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<dc: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 didnt occur in a laboratory setting, but in the wild (in a community center). I focused on the learning around games.
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<dc:title>Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents</dc:title>
<dcterms:abstract>&amp;lt;p class=&amp;quot;abstract&amp;quot;&amp;gt;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.&amp;lt;/p&amp;gt;</dcterms:abstract>
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<dc:title>Playing mini-Hanabi card game with Q-learning</dc:title>
<dc:date>February 2020</dc:date>
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<link:link rdf:resource="#item_258"/>
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<dc:title>Competing in a Complex Hidden Role Game with Information Set Monte Carlo Tree Search</dc:title>
<dcterms:abstract>Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms previous algorithms using Monte Carlo methods in imperfect information games. In this paper, Single Observer Information Set Monte Carlo Tree Search (SO-ISMCTS) is applied to Secret Hitler, a popular social deduction board game that combines traditional hidden role mechanics with the randomness of a card deck. This combination leads to a more complex information model than the hidden role and card deck mechanics alone. It is shown in 10108 simulated games that SO-ISMCTS plays as well as simpler rule based agents, and demonstrates the potential of ISMCTS algorithms in complicated information set domains.</dcterms:abstract>
<dc:date>2020-05-14</dc:date>
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<dc:title>Playing Carcassonne with Monte Carlo Tree Search</dc:title>
<dcterms:abstract>Monte Carlo Tree Search (MCTS) is a relatively new sampling method with multiple variants in the literature. They can be applied to a wide variety of challenging domains including board games, video games, and energy-based problems to mention a few. In this work, we explore the use of the vanilla MCTS and the MCTS with Rapid Action Value Estimation (MCTS-RAVE) in the game of Carcassonne, a stochastic game with a deceptive scoring system where limited research has been conducted. We compare the strengths of the MCTS-based methods with the Star2.5 algorithm, previously reported to yield competitive results in the game of Carcassonne when a domain-specific heuristic is used to evaluate the game states. We analyse the particularities of the strategies adopted by the algorithms when they share a common reward system. The MCTS-based methods consistently outperformed the Star2.5 algorithm given their ability to find and follow long-term strategies, with the vanilla MCTS exhibiting a more robust game-play than the MCTS-RAVE.</dcterms:abstract>
<dc:date>2020-10-04</dc:date>
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<dc:title>Quixo Is Solved</dc:title>
<dcterms:abstract>Quixo is a two-player game played on a 5$\times$5 grid where the players try to align five identical symbols. Specifics of the game require the usage of novel techniques. Using a combination of value iteration and backward induction, we propose the first complete analysis of the game. We describe memory-efficient data structures and algorithmic optimizations that make the game solvable within reasonable time and space constraints. Our main conclusion is that Quixo is a Draw game. The paper also contains the analysis of smaller boards and presents some interesting states extracted from our computations.</dcterms:abstract>
<dc:date>2020-07-31</dc:date>
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<dc:title>At Most 43 Moves, At Least 29: Optimal Strategies and Bounds for Ultimate Tic-Tac-Toe</dc:title>
<dcterms:abstract>Ultimate Tic-Tac-Toe is a variant of the well known tic-tac-toe (noughts and crosses) board game. Two players compete to win three aligned &quot;fields&quot;, each of them being a tic-tac-toe game. Each move determines which field the next player must play in. We show that there exist a winning strategy for the first player, and therefore that there exist an optimal winning strategy taking at most 43 moves; that the second player can hold on at least 29 rounds; and identify any optimal strategy's first two moves.</dcterms:abstract>
<dc:date>2020-06-06</dc:date>
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<dc:title>A New Challenge: Approaching Tetris Link with AI</dc:title>
<dcterms:abstract>Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large branching factor, hampering a traditional heuristic planning approach. We explore heuristic planning and two other approaches: Reinforcement Learning, Monte Carlo tree search. We document our approach and report on their relative performance in a tournament. Curiously, the heuristic approach is stronger than the planning/learning approaches. However, experienced human players easily win the majority of the matches against the heuristic planning AIs. We, therefore, surmise that Tetris Link is more difficult than expected. We offer our findings to the community as a challenge to improve upon.</dcterms:abstract>
<dc:date>2020-04-01</dc:date>
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<dc:title>Strategic Dialogue Management via Deep Reinforcement Learning</dc:title>
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<dc:title>Finding Friend and Foe in Multi-Agent Games</dc:title>
<dcterms:abstract>Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on The Resistance: Avalon, the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play. Our algorithm integrates deductive reasoning into vector-form CFR to reason about joint beliefs and deduce partially observable actions. We augment deep value networks with constraints that yield interpretable representations of win probabilities. These innovations enable DeepRole to scale to the full Avalon game. Empirical game-theoretic methods show that DeepRole outperforms other hand-crafted and learned agents in five-player Avalon. DeepRole played with and against human players on the web in hybrid human-agent teams. We find that DeepRole outperforms human players as both a cooperator and a competitor.</dcterms:abstract>
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<dc:title>2014 IEEE Conference on Computational Intelligence and Games</dc:title>
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<dc:title>Temporal difference learning of N-tuple networks for the game 2048</dc:title>
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<dc:subject>
<z:AutomaticTag><rdf:value>F.2.2</rdf:value></z:AutomaticTag>
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<dc:title>On the Complexity of Slide-and-Merge Games</dc:title>
<dcterms:abstract>We study the complexity of a particular class of board games, which we call `slide and merge' games. Namely, we consider 2048 and Threes, which are among the most popular games of their type. In both games, the player is required to slide all rows or columns of the board in one direction to create a high value tile by merging pairs of equal tiles into one with the sum of their values. This combines features from both block pushing and tile matching puzzles, like Push and Bejeweled, respectively. We define a number of natural decision problems on a suitable generalization of these games and prove NP-hardness for 2048 by reducing from 3SAT. Finally, we discuss the adaptation of our reduction to Threes and conjecture a similar result.</dcterms:abstract>
<dc:date>2015-01-15</dc:date>
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<dc:subject>
<z:AutomaticTag>
<rdf:value>000 Computer science, knowledge, general works</rdf:value>
</z:AutomaticTag>
</dc:subject>
<dc:subject>
<z:AutomaticTag>
<rdf:value>Computer Science</rdf:value>
</z:AutomaticTag>
</dc:subject>
<dc:title>2048 Without New Tiles Is Still Hard</dc:title>
<dc:date>2016</dc:date>
<z:language>en</z:language>
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<dc:title>MDA: A Formal Approach to Game Design and Game Research</dc:title>
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<bib:Journal>
<prism:volume>6</prism:volume>
<dc:identifier>ISBN 2342-9666</dc:identifier>
<dc:title>Think Design Play</dc:title>
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<foaf:name>DiGRA/Utrecht School of the Arts</foaf:name>
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</dc:publisher>
<dc:title>Exploring anonymity in cooperative board games</dc:title>
<dcterms:abstract>This study was done as a part of a larger research project where the interest was on exploring if and how gameplay design could give informative principles to the design of educational activities. The researchers conducted a series of studies trying to map game mechanics that had the special quality of being inclusive, i.e., playable by a diverse group of players. This specific study focused on designing a cooperative board game with the goal of implementing anonymity as a game mechanic. Inspired by the gameplay design patterns methodology (Björk &amp; Holopainen 2005a; 2005b; Holopainen &amp; Björk 2008), mechanics from existing cooperative board games were extracted and analyzed in order to inform the design process. The results from prototyping and play testing indicated that it is possible to implement anonymous actions in cooperative board games and that this mechanic made rather unique forms of gameplay possible. These design patterns can be further developed in order to address inclusive educational practices.</dcterms:abstract>
<dc:date>January 2011</dc:date>
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<dc:title>Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi</dc:title>
<dcterms:abstract>Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate. We find that humans have a clear preference toward a rule-based AI teammate (SmartBot) over a state-of-the-art learning-based AI teammate (Other-Play) across nearly all subjective metrics, and generally view the learning-based agent negatively, despite no statistical difference in the game score. This result has implications for future AI design and reinforcement learning benchmarking, highlighting the need to incorporate subjective metrics of human-AI teaming rather than a singular focus on objective task performance.</dcterms:abstract>
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<dc:title>Probabilites In Yahtzee</dc:title>
<dcterms:abstract>Teachers of units in probability are often interested in providing examples of probabilistic situations in a nonclassroom setting. Games are a rich source of such probabilities. Many people enjoy playing a commercial game called Yahtzee. A Yahtzee player receives points for achieving various specified numerical combinations of five dice during the three rolls that constitute a turn.</dcterms:abstract>
<dc:date>12/1982</dc:date>
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<dc:title>Yahtzee: a Large Stochastic Environment for RL Benchmarks</dc:title>
<dcterms:abstract>Yahtzee is a game that is regularly played by more than 100 million people in the world. We
propose a simplified version of Yahtzee as a benchmark for RL algorithms. We have already
used it for this purpose, and an implementation is available.</dcterms:abstract>
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<bib:pages>1</bib:pages>
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<dc:title>Optimal Yahtzee performance in multi-player games</dc:title>
<dcterms:abstract>Yahtzee is a game with a moderately large search space, dependent on the factor of luck. This makes it not quite trivial to implement an optimal strategy for it. Using the optimal strategy for single-player
use, comparisons against other algorithms are made and the results are analyzed for hints on what it could take to make an algorithm that could beat the single-player optimal strategy.</dcterms:abstract>
<dc:date>April 12, 2013</dc:date>
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<dc:title>How to Maximize Your Score in Solitaire Yahtzee</dc:title>
<dcterms:abstract>Yahtzee is a well-known game played with five dice. Players take turns at assembling and scoring dice patterns. The player with the highest score wins. Solitaire Yahtzee is a single-player version of Yahtzee aimed at maximizing ones score. A strategy for playing Yahtzee determines which choice to make in each situation of the game. We show that the maximum expected score over all Solitaire Yahtzee strategies is 254.5896. . . .</dcterms:abstract>
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<dc:title>Using Deep Q-Learning to Compare Strategy Ladders of Yahtzee</dc:title>
<dcterms:abstract>“Bots” playing games is not a new concept,
likely going back to the first video games. However,
there has been a new wave recently using machine
learning to learn to play games at a near optimal
level - essentially using neural networks to “solve”
games. Depending on the game, this can be relatively
straight forward using supervised learning. However,
this requires having data for optimal play, which is
often not possible due to the sheer complexity of many
games. For example, solitaire Yahtzee has this data
available, but two player Yahtzee does not due to the
massive state space. A recent trend in response to this
started with Google Deep Mind in 2013, who used Deep
Reinforcement Learning to play various Atari games
[4].
This project will apply Deep Reinforcement Learning
(specifically Deep Q-Learning) and measure how an
agent learns to play Yahtzee in the form of a strategy
ladder. A strategy ladder is a way of looking at how
the performance of an AI varies with the computational
resources it uses. Different sets of rules changes how the
the AI learns which varies the strategy ladder itself. This
project will vary the upper bonus threshold and then
attempt to measure how “good” the various strategy
ladders are - in essence attempting to find the set of
rules which creates the “best” version of Yahtzee. We
assume/expect that there is some correlation between
strategy ladders for AI and strategy ladders for human,
meaning that a game with a “good” strategy ladder for
an AI indicates that game is interesting and challenging
for humans.</dcterms:abstract>
<dc:date>December 12, 2019</dc:date>
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<dc:title>Defensive Yahtzee</dc:title>
<dcterms:abstract>In this project an algorithm has been created that plays Yahtzee using rule
based heuristics. The focus is getting a high lowest score and a high 10th
percentile. All rules of Yahtzee and the probabilities for each combination
have been studied and based on this each turn is optimized to get a
guaranteed decent high score. The algorithm got a lowest score of 79 and a
10th percentile of 152 when executed 100 000 times.</dcterms:abstract>
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<bib:pages>22</bib:pages>
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<dc:title>An Optimal Strategy for Yahtzee</dc:title>
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<dcterms:abstract>Artificially intelligent agents equipped with strategic skills that can negotiate during their interactions with other natural or artificial agents are still underdeveloped. This paper describes a successful application of Deep Reinforcement Learning (DRL) for training intelligent agents with strategic conversational skills, in a situated dialogue setting. Previous studies have modelled the behaviour of strategic agents using supervised learning and traditional reinforcement learning techniques, the latter using tabular representations or learning with linear function approximation. In this study, we apply DRL with a high-dimensional state space to the strategic board game of Settlers of Catan---where players can offer resources in exchange for others and they can also reply to offers made by other players. Our experimental results report that the DRL-based learnt policies significantly outperformed several baselines including random, rule-based, and supervised-based behaviours. The DRL-based policy has a 53% win rate versus 3 automated players (`bots'), whereas a supervised player trained on a dialogue corpus in this setting achieved only 27%, versus the same 3 bots. This result supports the claim that DRL is a promising framework for training dialogue systems, and strategic agents with negotiation abilities.</dcterms:abstract>
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