Deep Learning for General Game Playing with Ludii and Polygames
Dennis J. N. J. Soemers, Vegard Mella, Cameron Browne, Olivier Teytaud

TL;DR
This paper introduces a bridge between Ludii and Polygames, enabling deep learning models to be trained on over 500 Ludii games without game-specific adjustments, streamlining the development of general game-playing AI.
Contribution
It presents a novel integration that automates tensor shape determination for any Ludii game, removing the need for game-specific domain knowledge in deep learning models.
Findings
Successful training on diverse Ludii games with minimal setup
Automated tensor shape determination for new games
Potential for rapid development of general game-playing AI
Abstract
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific, but every individual game that these approaches are applied to still requires domain knowledge for the implementation of the game's rules, and constructing the neural network's architecture -- in particular the shapes of its input and output tensors. Ludii is a general game system that already contains over 500 different games, which can rapidly grow thanks to its powerful and user-friendly game description language. Polygames is a framework with training and search algorithms, which has already produced superhuman players for several board games. This paper describes the implementation of a bridge between Ludii and Polygames, which enables Polygames to…
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Taxonomy
TopicsArtificial Intelligence in Games · Educational Games and Gamification · Digital Games and Media
MethodsMonte-Carlo Tree Search
