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AI in board games

Some research on AI in board games

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AI in board games

  1. 1. AI in board games meteor 2017-4-7
  2. 2. What’s a board game? Literally, A board game has two parts: a board, and a game. Sure there’re different boards! Chess board Round Table Duel Where’s the board…?
  3. 3. Why board games? Board games come from the abstraction of real world. Chess/Go <- Ancient Wars Board games are foundation of modern video games. Chainmail -> DND -> Western RPG
  4. 4. History of board games(I) 3500BC - 3000BC: Senet and Backgammon - Oldest known board games 2200BC: Go - Ancient Chinese board game 800AD: Leaf Game - Earliest card games in China 19th Century: Mahjong and Poker - Popular modern card games 1933: Monopoly - Fruits of the Great Depression
  5. 5. History of board games(II) 1959: Risk - Modern War Game(Aka American-style board games) 1964: Acquire - First Eurogames(Aka German-style board games) 1971: Chainmail - Ancestor of DND and West RPG 1995: The Settlers of Catan - One of the greatest Eurogames 21st Century: Where to go?
  6. 6. Study of Backgammon(I) Rules 2-Players, each has 15 pawns on board Roll dice to move pawns, which could capture opponent's pawns Move all of 15 pawns off board to win Mechanics Betting/Wagering Roll/Spin and Move
  7. 7. Study of Backgammon(II) Expectiminimax Tree Perfect, but incomplete information Introduce ‘chance node’, takes a weighted average Tree <- Min, Max and Chance Node More about Minimax, Alpha-beta pruning and expectiminimax tree.
  8. 8. Future Discussion Some other games with ‘chance’: The Settlers of Catan The Castles of Burgundy Using ‘chance’ to produce resources Could expectiminimax tree be used on the games?
  9. 9. American-style vs German-style(I) American-style Board Game(also referred to as Ameritrash): Feature a prominent theme Encourage direct conflict between players Have a significant degree of luck Some classic titles: Risk Twilight Imperium(Third Edition) Betrayal at House on the Hill
  10. 10. American-style vs German-style(II) German-style Board Game(Aka Eurogame): Merely mnemonic theme Family strategy Low randomness No player elimination Some classic titles: Puerto Rico, Carcassonne Through the Ages, Terra Mystica
  11. 11. American-style vs German-style(III) How to implement AI for those styles? Ameritrash All the rules are more or less like Backgammon AI for Risk: Traditional heuristic, MCTS Euro Different mechanics(which may mentioned below) make things different and difficult AI for Catan: MCTS (imperfect -> perfect, without trading)
  12. 12. Popular Card Games(I) Texas Hold’em (Aka Poker) Betting/Wagering, Player Elimination Set Collection, Bluffing Landlord Auction/Bidding, Betting/Wagering Hand Management, Partnerships
  13. 13. Popular Card Games(II) Mahjong Hand Management, Set Collection Draw and Discard Games Bridge Auction/Bidding, Hand Management Partnerships, Trick-taking
  14. 14. Mechanics(I): Auction/Bidding Auction/Bidding Place a bid to enhance the position of the game Typical Games: Modern Art Auction Types: Traditional/Vickery/English/Dutch Theory: Auction Theory Research on Bidding Hex Game
  15. 15. Mechanics(II): Betting/Wagering Betting/Wagering Encourage or require players to bet money or certain outcomes within the game. Typical Games: Wizard Theory: Gambling and Information Theory
  16. 16. Mechanics(III): Bluffing Bluffing Hidden Information Encourage players to use deception to achieve their aims Typical Games: Liar’s Dice Libratus and DeepStack
  17. 17. Mechanics(IV): Draw and Discard Draw and Discard Hands, drawing deck and discard pile Draw and discard to improve your hand towards some objective Typical Games: Love Letter, Rummikub Hand Evaluation: A Mahjong example, Mahjong with MCTS and opponent Modeling
  18. 18. Mechanics(V): Hand Management Hand Management Reward players for playing the cards in certain sequences or groups Manage your hands means gaining the most value out of available cards under given circumstance Typical Games: Agricola
  19. 19. Mechanics(VI): Partnerships Partnerships Offer players a set of rules for alliances and teams Often able to win as a team, or penalties are enforced for not respecting alliances Typical Games: Tichu, Codenames
  20. 20. Mechanics(VII): Player Elimination Player Elimination Multiple-player games(>2) when a player can be eliminated from the game and play continues without the eliminated player. Doesn’t include 2-player-only games where the goal is to defeat the opponent, e.g, Chess Typical Games: SanguoSha
  21. 21. Mechanics(VIII): Set Collection Set Collection Encourage players to collect a set of items Typical Games: Ticket to Ride
  22. 22. Mechanics(IX): Trick- taking Trick-taking Each player plays in turn order one card(or, in some games, a series, such as a pair or straight) from their hands face up onto the table; the group of cards played is named a ‘trick’. Winner captures all cards of the trick Typical Games: Hearts
  23. 23. Tea break: Spyfall
  24. 24. Family and Party Games(I) Spyfall Setup: Same place, each player except the spy knows where it is, while the spy knows nothing Play: QA/Call for voting/Guess(spy)/Vote Winning condition Spy: guess the correct place, or survive at last Others: figure out the spy
  25. 25. Family and Party Games(II) The Werewolves of Miller’s Hollow Werewolves: Pretend to be villagers and kill all the villager at night Villager: Figure out all the werewolves Special abilities
  26. 26. Family and Party Games(III) Dixit Using phrases to describe pictures Pretend to be the original picture which matches the phrase best Guess
  27. 27. HowTo? NLP Deduction Hidden information Bluffing GAN Player portait
  28. 28. Thank you!

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