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Spatial State-Action Features for General Games

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arxiv 2201.06401 v2 pith:JGJMC4IP submitted 2022-01-17 cs.AI

classification cs.AI
keywords gamesfeaturesapproachgeneralotherpatternsboardgame
verification ladder T0 review T1 audit T2 compute T3 formal
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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 board geometries or other graphs. Secondly, we propose an efficient approach for evaluating active features for any given set of features. In this approach, we take inspiration from heuristics used in problems such as SAT to optimise the order in which parts of patterns are matched and prune unnecessary evaluations. This approach is defined for a highly general and abstract description of the problem -- phrased as optimising the order in which propositions of formulas in disjunctive normal form are evaluated -- and may therefore also be of interest to other types of problems than board games. An empirical evaluation on 33 distinct games in the Ludii general game system demonstrates the efficiency of this approach in comparison to a naive baseline, as well as a baseline based on prefix trees, and demonstrates that the additional efficiency significantly improves the playing strength of agents using the features to guide search.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. CogniPlay: a work-in-progress Human-like model for General Game Playing

    cs.AI 2025-07 unverdicted novelty 4.0 of 10

    A position paper proposing CogniPlay, a dual-process architecture for human-like general game playing, with no implementation or evaluation yet.

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