Spatial State-Action Features for General Games
Dennis J.N.J. Soemers, \'Eric Piette, Matthew Stephenson and, Cameron Browne

TL;DR
This paper introduces a highly general and efficient method for designing spatial state-action features for a wide variety of games, improving AI agent performance through optimized pattern evaluation.
Contribution
It presents a novel, general framework for spatial features applicable to diverse games and an efficient evaluation approach inspired by SAT heuristics.
Findings
Efficient feature evaluation significantly improves game-playing strength.
Method supports diverse game geometries and structures.
Empirical results on 33 games demonstrate performance gains.
Abstract
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also many other games used as benchmarks for AI research. In this paper, we formulate a design and efficient implementation of spatial state-action features for general games. These are patterns that can be trained to incentivise or disincentivise actions based on whether or not they match variables of the state in a local area around action variables. We provide extensive details on several design and implementation choices, with a primary focus on achieving a high degree of generality to support a wide variety of different games using different…
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Taxonomy
TopicsArtificial Intelligence in Games · Gambling Behavior and Treatments · Educational Games and Gamification
