2020 IEEE Conference on Games (CoG) 2020
DOI: 10.1109/cog47356.2020.9231668
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Efficient Reasoning in Regular Boardgames

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Cited by 12 publications
(11 citation statements)
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“…Games are being used in an ever-increasing variety of disciplines in our daily lives, ranging from entertainment to education, creativity to technology, and game-related research has become a hot topic in computer science. For example, gamification is a technique that is often used to engage Internet users in very different activities [18], and data analytics and artificial intelligence have been used for computer-assisted game design [19] or to teach computers to play games [20]. In [21], the authors showed how to automatically determine board game categories and mechanics by means of a short textual description of the game only, and argue that this kind of analysis might be used to discover new games features and make games effective tools in a variety of socially useful domains, e.g., the promotion of Computational Thinking in schooling, or the identification of those games that are the most suited in social distancing situations.…”
Section: Scenario 2: Game Analyticsmentioning
confidence: 99%
“…Games are being used in an ever-increasing variety of disciplines in our daily lives, ranging from entertainment to education, creativity to technology, and game-related research has become a hot topic in computer science. For example, gamification is a technique that is often used to engage Internet users in very different activities [18], and data analytics and artificial intelligence have been used for computer-assisted game design [19] or to teach computers to play games [20]. In [21], the authors showed how to automatically determine board game categories and mechanics by means of a short textual description of the game only, and argue that this kind of analysis might be used to discover new games features and make games effective tools in a variety of socially useful domains, e.g., the promotion of Computational Thinking in schooling, or the identification of those games that are the most suited in social distancing situations.…”
Section: Scenario 2: Game Analyticsmentioning
confidence: 99%
“…The buffer time is not included, i.e., this is the time limit for pure computation; the real limit sent by the manager is 0.6s. In view of computational power, this roughly corresponds to the setting with 10s limit based on GDL reasoning (Kowalski et al 2020), which is often used for comparisons of agents (Sironi and Winands 2016).…”
Section: The Settingmentioning
confidence: 99%
“…The random generator used was the default used in the RBG system: std::mt19937 together with the Lemire's selection method (Lemire 2019;Kowalski et al 2020).…”
Section: Environmentmentioning
confidence: 99%
“…If such a list of moves were stored in memory in the game state representation, and updated as moves were applied, the optimisation could also be used outside of playouts (e.g., when building search trees). In the Regular Boardgames system [13], such an idea has been implemented more generally as a step of an optimising compiler [12]. However, we remark that this does increase the memory footprint of the game state representation, and it can slow down operations such as the copying of game states, which is often required in aspects of game tree searches outside of playouts.…”
Section: Add-to-empty Playoutsmentioning
confidence: 99%
“…When such operations can be implemented to run more efficiently, they allow for deeper tree searches, which usually leads to stronger agents. For this reason, a significant amount of research has gone towards techniques such as bitboard methods [2], PropNet optimisations [17] for general game playing, hardware accelerators [6,18], optimising compilers for general game description languages [12], etc.…”
Section: Introductionmentioning
confidence: 99%