Modern Artificial Intelligence for Ancient Games
1–8 of 8 posts
Re: Modern Artificial Intelligence for Ancient Games
#2Re: Modern Artificial Intelligence for Ancient Games
#3Wow, this looks really interesting. I wonder how the internals work!
(Basically a GGP system using MCTS, but using its own higher level game description model instead of the standard Game Description Language.)
Re: Modern Artificial Intelligence for Ancient Games
#4Although something I'm curious about is that the rules predicted are chosen on metrics of elegance and complexity (and maybe fun when you do them yourself) but how accurate will this be in reconstructing rules for games in which know them? For example, how accurate would it reconstruct backgammon or 13th century chess? This sort of verification I think is very interesting in quasi-testing observational science, like testing the methods of comparative linguistics by predicting French from Latin.
[1] http://cambolbro.com/games/index.html [2] https://boardgamegeek.com/boardgame/33767/yavalath
Re: Modern Artificial Intelligence for Ancient Games
#5Wow, this looks really interesting. I wonder how the internals work!
Re: Modern Artificial Intelligence for Ancient Games
#6The principal investigator of the project, Cameron Browne, has invented many very interesting abstract games himself [1]. He also investigated how computers could create games with the program LUDI used to create Yavalath [2] among others. I'm really interested to see how the optimization and learning framework he used in LUDI will shed light on ancient games we only barely know the rules of! Although something I'm c…
Re: Modern Artificial Intelligence for Ancient Games
#7Wow, this looks really interesting. I wonder how the internals work!
Based on https://www.vice.com/en_us/article/kz483y/scientists-are-dis... the idea seems to be that you encode the possible rules into a standard software framework which provides a general interface to board games; then you use MCTS as a general game-playing agent (since MCTS works on anything you can build a game tree for), and you run the MCTS agents for many long games. The games then get 'scored' for game quality…
Re: Modern Artificial Intelligence for Ancient Games
#8Earlier quoted context omitted.
Based on https://www.vice.com/en_us/article/kz483y/scientists-are-dis... the idea seems to be that you encode the possible rules into a standard software framework which provides a general interface to board games; then you use MCTS as a general game-playing agent (since MCTS works on anything you can build a game tree for), and you run the MCTS agents for many long games. The games then get 'scored' for game quality…
Many popular games even today are not "high quality" in the slightest, though. (Think Monopoly)