Board Games
45 papers with code • 0 benchmarks • 2 datasets
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Use these libraries to find Board Games models and implementationsLatest papers with no code
Gapoera: Application Programming Interface for AI Environment of Indonesian Board Game
In computer game development, one of the easiest ways to measure the performance of an intelligent agent is to develop a virtual environment that allows the intelligent agent to interact with other players.
Automatic Generation of Board Game Manuals
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system.
Human-Level Reinforcement Learning through Theory-Based Modeling, Exploration, and Planning
Here we propose a new approach to this challenge based on a particularly strong form of model-based RL which we call Theory-Based Reinforcement Learning, because it uses human-like intuitive theories -- rich, abstract, causal models of physical objects, intentional agents, and their interactions -- to explore and model an environment, and plan effectively to achieve task goals.
Train on Small, Play the Large: Scaling Up Board Games with AlphaZero and GNN
Our ScalableAlphaZero is capable of learning to play incrementally on small boards, and advancing to play on large ones.
General Board Game Concepts
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area.
Adaptive Warm-Start MCTS in AlphaZero-like Deep Reinforcement Learning
AlphaZero has achieved impressive performance in deep reinforcement learning by utilizing an architecture that combines search and training of a neural network in self-play.
On the Power of Refined Skat Selection
Skat is a fascinating combinatorial card game, show-casing many of the intrinsic challenges for modern AI systems such as cooperative and adversarial behaviors (among the players), randomness (in the deal), and partial knowledge (due to hidden cards).
Collaborative Agent Gameplay in the Pandemic Board Game
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition.
Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants
In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games.
Combining Off and On-Policy Training in Model-Based Reinforcement Learning
Recently, MuZero demonstrated that it is possible to master both Atari games and board games by directly learning a model of the environment, which is then used with MCTS to decide what move to play in each position.