16 KiB
boardgame-research
This is a list of boardgame research. They are primarily related to "solving/playing/learning" games (by various different approaches), or occasionaly about designing or meta-aspects of the game. This doesn't cover all aspects of each game (notably missing social-science stuff), but should be of interest to anyone interested in boardgames and their optimal play. While there is a ton of easily accessible research on games like Chess and Go, finding prior work on more contemporary games can be a bit hard. This list focuses on the latter. If you are interested in well-researched games like Chess, Go, Hex, take a look at the Chess programming wiki instead. The list also covers some computer-games that fall under similar themes.
Exported versions are available in the following formats:
Watch the repository to get the latest updates for now.
If you aren't able to access any paper on this list, please try using Sci-Hub or reach out to me.
- Accessibility
- Carcassonne
- Diplomacy
- Dixit
- Hanabi
- Hive
- Jenga
- Kingdomino
- Mafia
- Magic: The Gathering
- Mobile Games
- 2048
- Monopoly
- Monopoly Deal
- Nmbr9
- Patchwork
- Quixo
- Race for the Galaxy
- RISK
- Secret Hitler
- Set
- Settlers of Catan
- Shobu
- Terra Mystica
- Tetris Link
- Ticket to Ride
- Ultimate Tic-Tac-Toe
- UNO
- Yahtzee
Accessibility
- Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games (journalArticle)
- Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility (journalArticle)
Carcassonne
- Playing Carcassonne with Monte Carlo Tree Search (journalArticle)
Diplomacy
- Learning to Play No-Press Diplomacy with Best Response Policy Iteration (journalArticle)
- No Press Diplomacy: Modeling Multi-Agent Gameplay (journalArticle)
- Agent Madoff: A Heuristic-Based Negotiation Agent For The Diplomacy Strategy Game (journalArticle)
- Monte Carlo Tree Search for the Game of Diplomacy (conferencePaper)
Dixit
Hanabi
- How to Make the Perfect Fireworks Display: Two Strategies forHanabi (journalArticle)
- Evaluating and modelling Hanabi-playing agents (conferencePaper)
- The Hanabi challenge: A new frontier for AI research (journalArticle)
- The 2018 Hanabi competition (conferencePaper)
- Diverse Agents for Ad-Hoc Cooperation in Hanabi (conferencePaper)
- Improving Policies via Search in Cooperative Partially Observable Games (journalArticle)
- Hanabi is NP-hard, Even for Cheaters who Look at Their Cards (journalArticle)
- Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi (journalArticle)
- Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners (journalArticle)
- Re-determinizing MCTS in Hanabi (conferencePaper)
- Evolving Agents for the Hanabi 2018 CIG Competition (conferencePaper)
- Aspects of the Cooperative Card Game Hanabi (bookSection)
- Playing Hanabi Near-Optimally (bookSection)
- An intentional AI for hanabi (conferencePaper)
- Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information (conferencePaper)
- A Browser-based Interface for the Exploration and Evaluation of Hanabi AIs (journalArticle)
- I see what you see: Integrating eye tracking into Hanabi playing agents (journalArticle)
- State of the art Hanabi bots + simulation framework in rust (computerProgram)
- A strategy simulator for the well-known cooperative card game Hanabi (computerProgram)
- A framework for writing bots that play Hanabi (computerProgram)
- Operationalizing Intentionality to Play Hanabi with Human Players (journalArticle)
- Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents (journalArticle)
- Playing mini-Hanabi card game with Q-learning (conferencePaper)
Hive
- On the complexity of Hive (thesis)
Jenga
Kingdomino
- Monte Carlo Methods for the Game Kingdomino (conferencePaper)
- Monte Carlo Methods for the Game Kingdomino (journalArticle)
- NP-completeness of the game Kingdomino (journalArticle)
Mafia
- A mathematical model of the Mafia game (journalArticle)
Magic: The Gathering
- Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering (journalArticle)
- Optimal Card-Collecting Strategies for Magic: The Gathering (journalArticle)
- Monte Carlo search applied to card selection in Magic: The Gathering (conferencePaper)
- Magic: the Gathering is as Hard as Arithmetic (journalArticle)
- Magic: The Gathering is Turing Complete (journalArticle)
- Neural Networks Models for Analyzing Magic: the Gathering Cards (journalArticle)
Mobile Games
- 2048 ()
- Trainyard is NP-Hard (journalArticle)
- Threes!, Fives, 1024!, and 2048 are Hard (journalArticle)
2048
- Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering (journalArticle)
- Systematic Selection of N-Tuple Networks for 2048 (bookSection)
- Systematic selection of N-tuple networks with consideration of interinfluence for game 2048 (conferencePaper)
- An investigation into 2048 AI strategies (conferencePaper)
- Threes!, Fives, 1024!, and 2048 are Hard (journalArticle)
- Making Change in 2048 (journalArticle)
- Analysis of the Game "2048" and its Generalization in Higher Dimensions (journalArticle)
- Multi-Stage Temporal Difference Learning for 2048-like Games (journalArticle)
- 2048 is (PSPACE) Hard, but Sometimes Easy (journalArticle)
- Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering (journalArticle)
- Systematic Selection of N-Tuple Networks for 2048 (bookSection)
- Systematic selection of N-tuple networks with consideration of interinfluence for game 2048 (conferencePaper)
- An investigation into 2048 AI strategies (conferencePaper)
- Threes!, Fives, 1024!, and 2048 are Hard (journalArticle)
- Making Change in 2048 (journalArticle)
- Analysis of the Game "2048" and its Generalization in Higher Dimensions (journalArticle)
- Multi-Stage Temporal Difference Learning for 2048-like Games (journalArticle)
- 2048 is (PSPACE) Hard, but Sometimes Easy (journalArticle)
Monopoly
- Monopoly as a Markov Process (journalArticle)
Monopoly Deal
- Implementation of Artificial Intelligence with 3 Different Characters of AI Player on “Monopoly Deal” Computer Game (bookSection)
Nmbr9
- Nmbr9 as a Constraint Programming Challenge (journalArticle)
- Nmbr9 as a Constraint Programming Challenge (blogPost)
Patchwork
- State Representation and Polyomino Placement for the Game Patchwork (blogPost)
- State Representation and Polyomino Placement for the Game Patchwork (journalArticle)
- State Representation and Polyomino Placement for the Game Patchwork (presentation)
Quixo
- QUIXO is EXPTIME-complete (journalArticle)
- Quixo Is Solved (journalArticle)
Race for the Galaxy
RISK
- Mini-Risk: Strategies for a Simplified Board Game (journalArticle)
- Learning the risk board game with classifier systems (conferencePaper)
- Markov Chains and the RISK Board Game (journalArticle)
- Markov Chains for the RISK Board Game Revisited (journalArticle)
- Planning an Endgame Move Set for the Game RISK: A Comparison of Search Algorithms (journalArticle)
- An Intelligent Artificial Player for the Game of Risk (presentation)
- RISKy Business: An In-Depth Look at the Game RISK (journalArticle)
- RISK Board Game ‐ Battle Outcome Analysis (journalArticle)
- A multi-agent system for playing the board game risk (book)
Secret Hitler
- Competing in a Complex Hidden Role Game with Information Set Monte Carlo Tree Search (journalArticle)
Set
- Game, Set, Math (journalArticle)
- The Joy of SET (journalArticle)
Settlers of Catan
- The effectiveness of persuasion in The Settlers of Catan (conferencePaper)
- The effectiveness of persuasion in The Settlers of Catan (conferencePaper)
- Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan (journalArticle)
- Game strategies for The Settlers of Catan (conferencePaper)
- Monte-Carlo Tree Search in Settlers of Catan (bookSection)
- Deep Reinforcement Learning in Strategic Board Game Environments (bookSection)
- Settlers of Catan bot trained using reinforcement learning (computerProgram)
- Trading in a multiplayer board game: Towards an analysis of non-cooperative dialogue (conferencePaper)
- POMCP with Human Preferencesin Settlers of Catan (journalArticle)
- The impact of loaded dice in Catan (blogPost)
- Monte Carlo Tree Search in a Modern Board Game Framework (journalArticle)
- Reinforcement Learning of Strategies for Settlers of Catan (book)
- Playing Catan with Cross-dimensional Neural Network (journalArticle)
Shobu
- Shobu AI Playground (computerProgram)
- Shobu randomly played games dataset (webpage)
Terra Mystica
Tetris Link
- A New Challenge: Approaching Tetris Link with AI (journalArticle)
Ticket to Ride
- AI-based playtesting of contemporary board games (conferencePaper)
- Materials for Ticket to Ride Seattle and a framework for making more game boards (computerProgram)
- https://www.eecs.tufts.edu/~jsinapov/teaching/comp150_RL/reports/Nguyen_Dinjian_report.pdf (report)
- Evolving maps and decks for ticket to ride (conferencePaper)
- Applications of Graph Theory andProbability in the Board GameTicket toRide (presentation)
Ultimate Tic-Tac-Toe
- At Most 43 Moves, At Least 29: Optimal Strategies and Bounds for Ultimate Tic-Tac-Toe (journalArticle)
UNO
- UNO Is Hard, Even for a Single Player (bookSection)
- The complexity of UNO (journalArticle)
Yahtzee
- Nearly Optimal Computer Play in Multi-player Yahtzee (bookSection)
- Computer Strategies for Solitaire Yahtzee (conferencePaper)
- Modeling expert problem solving in a game of chance: a Yahtzeec case study (journalArticle)