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General Game Playing



         1
Games and AI

• As long as there have been games requiring
  more than one player, there has been a
  desire to play them with fewer people using
  automated opponents.




                     2
Some History




     3
Some History
• The Mechanical Turk, developed in 1770,
  was “capable” of playing games of chess
  automatically.




                     3
Some History
• The Mechanical Turk, developed in 1770,
  was “capable” of playing games of chess
  automatically.
• It was actually a fraud, but the interest in
  the technology has been there for 250
  years.



                       3
Deep Blue




    4
Deep Blue
• Initially a joint Carnegie Mellon / IBM
  project called “Deep Thought”




                      4
Deep Blue
• Initially a joint Carnegie Mellon / IBM
  project called “Deep Thought”
• Poor performance led to a second
  incarnation as “Deep Blue”




                      4
Deep Blue
• Initially a joint Carnegie Mellon / IBM
  project called “Deep Thought”
• Poor performance led to a second
  incarnation as “Deep Blue”
• Beat Kasparov in one game ’96, won* a
  rematch in ’97



                      4
Deep Blue
• Initially a joint Carnegie Mellon / IBM
  project called “Deep Thought”
• Poor performance led to a second
  incarnation as “Deep Blue”
• Beat Kasparov in one game ’96, won* a
  rematch in ’97
• Brute force approach - not sophisticated
                      4
Chinook




   5
Chinook
• Checkers player developed at University of
  Alberta in 1989




                     5
Chinook
• Checkers player developed at University of
  Alberta in 1989
• Placed 2nd in US Nationals. Won the 1994
  Man vs. Machine World Championship




                     5
Chinook
• Checkers player developed at University of
  Alberta in 1989
• Placed 2nd in US Nationals. Won the 1994
  Man vs. Machine World Championship
• Has a playbook of opening moves, a
  method of evaluating game states and a
  prior knowledge of all end-game states


                     5
What are “General Games”?




            6
What are “General Games”?
• Most famous players can play a single game.




                     6
What are “General Games”?
• Most famous players can play a single game.
• They use specific knowledge about these
  games to become good players.




                     6
What are “General Games”?
• Most famous players can play a single game.
• They use specific knowledge about these
  games to become good players.
• General Games are not known by the
  player in advance. Given just a description
  they must work out how best to play.


                      6
Why?




 7
Why?
• There’s little scientific value of making AI
  that can play a single game - or games in
  general.




                       7
Why?
• There’s little scientific value of making AI
  that can play a single game - or games in
  general.
• However, the ability to adapt to new
  scenarios, to reason about the behaviour of
  other players and achieve an overall
  objective is hugely important.



                       7
Why?
• There’s little scientific value of making AI
  that can play a single game - or games in
  general.
• However, the ability to adapt to new
  scenarios, to reason about the behaviour of
  other players and achieve an overall
  objective is hugely important.
• AAAI offers an annual GGP competition
                       7
Describing Games




       8
Describing Games
• Games are described by capturing their
  characteristics




                     8
Describing Games
• Games are described by capturing their
  characteristics
   •   Number of players (and their roles)




                        8
Describing Games
• Games are described by capturing their
  characteristics
   •   Number of players (and their roles)

   •   Actions that can be taken, how they affect the
       world and when they can be taken




                         8
Describing Games
• Games are described by capturing their
  characteristics
   •   Number of players (and their roles)

   •   Actions that can be taken, how they affect the
       world and when they can be taken

   •   The goal of the game for each player and the
       score they get for that end-state


                         8
GDL
(ROLE XPLAYER) (ROLE OPLAYER)
(INIT (CELL 1 1 B)) (INIT (CELL 1 2 B)) (INIT (CELL 1 3 B)) ......
(<= (NEXT (CELL ?M ?N X)) (DOES XPLAYER (MARK ?M ?N)) (TRUE (CELL ?M ?N B)))
(<= (NEXT (CELL ?M ?N B)) (DOES ?W (MARK ?J ?K)) (TRUE (CELL ?M ?N B))
       (OR (DISTINCT ?M ?J) (DISTINCT ?N ?K))
(<= (ROW ?M ?X)

    (TRUE (CELL ?M 1 ?X)) (TRUE (CELL ?M 2 ?X)) (TRUE (CELL ?M 3 ?X)))
(<= (LINE ?X) (ROW ?M ?X))
(<= (LEGAL ?W (MARK ?X ?Y)) (TRUE (CELL ?X ?Y B)) (TRUE (CONTROL ?W)))
(<= (LEGAL XPLAYER NOOP) (TRUE (CONTROL OPLAYER)))
(<= (GOAL XPLAYER 100) (LINE X))
(<= (GOAL OPLAYER 0) (LINE X))
(<= (GOAL OPLAYER 50) (NOT (LINE X)) (NOT (LINE O)) (NOT OPEN))




                                            9
Advanced GDL




     10
Advanced GDL
• Control - The GDL spec forces both
  players to move concurrently. A control
  predicate can be used to force a turn-based
  approach, by only allowing one player to
  make an important move at one time.




                     10
Advanced GDL
• Control - The GDL spec forces both
  players to move concurrently. A control
  predicate can be used to force a turn-based
  approach, by only allowing one player to
  make an important move at one time.
• Turn counter - GDL does not allow for
  fluents. The only way a counter can work is
  to activate a sequence of predicates.

                     10
GDL vs PDDL




     11
GDL vs PDDL
• GDL has many concepts in common with
  PDDL




                  11
GDL vs PDDL
• GDL has many concepts in common with
  PDDL
• But its pretty primitive by comparison.



                     11
GDL vs PDDL
• GDL has many concepts in common with
  PDDL
• But its pretty primitive by comparison.
• In particular, Frame Axioms are handled
  INCREDIBLY badly.




                     11
GDL vs PDDL
• GDL has many concepts in common with
  PDDL
• But its pretty primitive by comparison.
• In particular, Frame Axioms are handled
  INCREDIBLY badly.
  •   In a new state, the only things that are true are
      those explicitly made true by the actions taken.


                          11
Extensions to GDL
• GDL describes simplistic games.
• Much richer language required to represent
  many games.
• World Description Language is an
  extended version of GDL to include
  modules such as random chance as
  importable libraries.


                    12
Flow of a Game
• Games require a Game Master to control
  them.
• GM connects to each player in turn, gives
  them the GDL definition and the time
  parameters
• GM then connects to each player in turn,
  gives them the moves made the previous
  turn and receives that player’s move.

                     13
Supporting Systems




        14
Supporting Systems
• Need to have a Game Master system to
  control execution




                      14
Supporting Systems
• Need to have a Game Master system to
  control execution
• Need to be able to parse a GDL definition
  into something that can be manipulated
  inside a program




                      14
Supporting Systems
• Need to have a Game Master system to
  control execution
• Need to be able to parse a GDL definition
  into something that can be manipulated
  inside a program
• And of course, also need agents

                      14
GG Players
• Players communicate using TCP/IP
• Given a fixed amount of time between
  being given the definition and being asked
  for the first move.
• Each move request must be answered
  within a limited time - typically around 5s
  to pick the next move to be made and
  answer the GM.

                      15
Game Heuristics
• The biggest problem with these types of
  games is that there’s no general way of
  analysing a given state for how “good” it is
  without trying to evaluate the full space.
• This means that choosing an action at a
  particular state is tough.



                      16
Another Planning Slide

• Domain independent heuristics are
  something we deal with on a daily basis in
  the planning side of AI
• Are our techniques applicable in some way?

                     17
RPG Applied to GGP




        18
RPG Applied to GGP
• The Relaxed Plan Graph is a simplistic
  version of the world




                     18
RPG Applied to GGP
• The Relaxed Plan Graph is a simplistic
  version of the world
• Things that have become true are always
  true, there are no negative effects to
  actions




                      18
RPG Applied to GGP
• The Relaxed Plan Graph is a simplistic
  version of the world
• Things that have become true are always
  true, there are no negative effects to
  actions
• How can this be applied to GDL?

                      18
RPG Applied to GGP




        18
RPG Applied to GGP


        It can’t




         19
RPG - What Happens?
• Tic Tac Toe example :
     facts 1 - (cell 1 1 B)
     actions 1 -(mark 1 1 xplayer)
     facts 2 - (cell 1 1 B) (cell 1 1 X)
• In planning this kind of retention of old
  factoids is not a major issue. How
  problematic is it in GDL?

                        20
Unrealistic Wins
• Tic Tac Toe - Turn 5 under the RPG
    Facts 5 : (cell 1 1 B) (cell 1 2 B)....
             (cell 1 1 x) (cell 1 2 x)
             (cell 1 3 o) (cell 2 3 o)
    Action 5 : (mark 1 3 x)
• RPG has given a false victory to x

                        21
More RPG in GDL
• Consider another aspect of the Tic Tac Toe
  game:
    facts 1 - (cell 1 1 B) (control xplayer)
    actions 1 -(mark 1 1 xplayer)
    facts 2 - (cell 1 1 B) (cell 1 1 X)
          (control xplayer) (control oplayer)


                       22
Heuristics
• RPG is one of our best heuristics and it is
  far too disruptive and uninformative to
  apply directly to GDL - we rely much more
  heavily on the delete effects of actions.
• Not to say all our heuristics will fail, or that
  RPG can’t be adapted to maintain the
  concept somehow but work more
  effectively.

                       23
MiniMax Player
• MiniMax is a game theoretic technique that
  assumes that the opponent is actively
  conspiring against the player - paranoia.
• At each decision point the opponent has, it
  will attempt to minimise our expected
  payoff.
• The player must then find the move that
  maximises this minimal payoff.

                      24
FluxPlayer
• Winner of AAAI GGP competition 2006
• Uses Fluent Calculus to determine effects
  of actions in a more generalised manner
• Fuzzy Logic used to create an evaluation of
  how closely a state matches a described
  goal state
• Structure determination in the GDL
                     25
CADIAPlayer
• Won AAAI GGP Competition ’07 and ’08
• Created by Finnsson and Björnsson
• UCT / Monte Carlo approach
• Simulated probing to establish likely
  outcomes of different actions
• Sampling biased towards better seeming
  states to more fully explore these areas

                     26
Future
• Subject of an abandoned 4th Year project.
 • Investigating portfolio approaches and
    game classification by feature extraction.
  • Planned to resume next year.
• General Games will be run as part of 3rd
  Year Foundations of Artificial Intelligence
  coursework.

                     27

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General Game Playing

  • 2. Games and AI • As long as there have been games requiring more than one player, there has been a desire to play them with fewer people using automated opponents. 2
  • 4. Some History • The Mechanical Turk, developed in 1770, was “capable” of playing games of chess automatically. 3
  • 5. Some History • The Mechanical Turk, developed in 1770, was “capable” of playing games of chess automatically. • It was actually a fraud, but the interest in the technology has been there for 250 years. 3
  • 7. Deep Blue • Initially a joint Carnegie Mellon / IBM project called “Deep Thought” 4
  • 8. Deep Blue • Initially a joint Carnegie Mellon / IBM project called “Deep Thought” • Poor performance led to a second incarnation as “Deep Blue” 4
  • 9. Deep Blue • Initially a joint Carnegie Mellon / IBM project called “Deep Thought” • Poor performance led to a second incarnation as “Deep Blue” • Beat Kasparov in one game ’96, won* a rematch in ’97 4
  • 10. Deep Blue • Initially a joint Carnegie Mellon / IBM project called “Deep Thought” • Poor performance led to a second incarnation as “Deep Blue” • Beat Kasparov in one game ’96, won* a rematch in ’97 • Brute force approach - not sophisticated 4
  • 11. Chinook 5
  • 12. Chinook • Checkers player developed at University of Alberta in 1989 5
  • 13. Chinook • Checkers player developed at University of Alberta in 1989 • Placed 2nd in US Nationals. Won the 1994 Man vs. Machine World Championship 5
  • 14. Chinook • Checkers player developed at University of Alberta in 1989 • Placed 2nd in US Nationals. Won the 1994 Man vs. Machine World Championship • Has a playbook of opening moves, a method of evaluating game states and a prior knowledge of all end-game states 5
  • 15. What are “General Games”? 6
  • 16. What are “General Games”? • Most famous players can play a single game. 6
  • 17. What are “General Games”? • Most famous players can play a single game. • They use specific knowledge about these games to become good players. 6
  • 18. What are “General Games”? • Most famous players can play a single game. • They use specific knowledge about these games to become good players. • General Games are not known by the player in advance. Given just a description they must work out how best to play. 6
  • 20. Why? • There’s little scientific value of making AI that can play a single game - or games in general. 7
  • 21. Why? • There’s little scientific value of making AI that can play a single game - or games in general. • However, the ability to adapt to new scenarios, to reason about the behaviour of other players and achieve an overall objective is hugely important. 7
  • 22. Why? • There’s little scientific value of making AI that can play a single game - or games in general. • However, the ability to adapt to new scenarios, to reason about the behaviour of other players and achieve an overall objective is hugely important. • AAAI offers an annual GGP competition 7
  • 24. Describing Games • Games are described by capturing their characteristics 8
  • 25. Describing Games • Games are described by capturing their characteristics • Number of players (and their roles) 8
  • 26. Describing Games • Games are described by capturing their characteristics • Number of players (and their roles) • Actions that can be taken, how they affect the world and when they can be taken 8
  • 27. Describing Games • Games are described by capturing their characteristics • Number of players (and their roles) • Actions that can be taken, how they affect the world and when they can be taken • The goal of the game for each player and the score they get for that end-state 8
  • 28. GDL (ROLE XPLAYER) (ROLE OPLAYER) (INIT (CELL 1 1 B)) (INIT (CELL 1 2 B)) (INIT (CELL 1 3 B)) ...... (<= (NEXT (CELL ?M ?N X)) (DOES XPLAYER (MARK ?M ?N)) (TRUE (CELL ?M ?N B))) (<= (NEXT (CELL ?M ?N B)) (DOES ?W (MARK ?J ?K)) (TRUE (CELL ?M ?N B)) (OR (DISTINCT ?M ?J) (DISTINCT ?N ?K)) (<= (ROW ?M ?X) (TRUE (CELL ?M 1 ?X)) (TRUE (CELL ?M 2 ?X)) (TRUE (CELL ?M 3 ?X))) (<= (LINE ?X) (ROW ?M ?X)) (<= (LEGAL ?W (MARK ?X ?Y)) (TRUE (CELL ?X ?Y B)) (TRUE (CONTROL ?W))) (<= (LEGAL XPLAYER NOOP) (TRUE (CONTROL OPLAYER))) (<= (GOAL XPLAYER 100) (LINE X)) (<= (GOAL OPLAYER 0) (LINE X)) (<= (GOAL OPLAYER 50) (NOT (LINE X)) (NOT (LINE O)) (NOT OPEN)) 9
  • 30. Advanced GDL • Control - The GDL spec forces both players to move concurrently. A control predicate can be used to force a turn-based approach, by only allowing one player to make an important move at one time. 10
  • 31. Advanced GDL • Control - The GDL spec forces both players to move concurrently. A control predicate can be used to force a turn-based approach, by only allowing one player to make an important move at one time. • Turn counter - GDL does not allow for fluents. The only way a counter can work is to activate a sequence of predicates. 10
  • 33. GDL vs PDDL • GDL has many concepts in common with PDDL 11
  • 34. GDL vs PDDL • GDL has many concepts in common with PDDL • But its pretty primitive by comparison. 11
  • 35. GDL vs PDDL • GDL has many concepts in common with PDDL • But its pretty primitive by comparison. • In particular, Frame Axioms are handled INCREDIBLY badly. 11
  • 36. GDL vs PDDL • GDL has many concepts in common with PDDL • But its pretty primitive by comparison. • In particular, Frame Axioms are handled INCREDIBLY badly. • In a new state, the only things that are true are those explicitly made true by the actions taken. 11
  • 37. Extensions to GDL • GDL describes simplistic games. • Much richer language required to represent many games. • World Description Language is an extended version of GDL to include modules such as random chance as importable libraries. 12
  • 38. Flow of a Game • Games require a Game Master to control them. • GM connects to each player in turn, gives them the GDL definition and the time parameters • GM then connects to each player in turn, gives them the moves made the previous turn and receives that player’s move. 13
  • 40. Supporting Systems • Need to have a Game Master system to control execution 14
  • 41. Supporting Systems • Need to have a Game Master system to control execution • Need to be able to parse a GDL definition into something that can be manipulated inside a program 14
  • 42. Supporting Systems • Need to have a Game Master system to control execution • Need to be able to parse a GDL definition into something that can be manipulated inside a program • And of course, also need agents 14
  • 43. GG Players • Players communicate using TCP/IP • Given a fixed amount of time between being given the definition and being asked for the first move. • Each move request must be answered within a limited time - typically around 5s to pick the next move to be made and answer the GM. 15
  • 44. Game Heuristics • The biggest problem with these types of games is that there’s no general way of analysing a given state for how “good” it is without trying to evaluate the full space. • This means that choosing an action at a particular state is tough. 16
  • 45. Another Planning Slide • Domain independent heuristics are something we deal with on a daily basis in the planning side of AI • Are our techniques applicable in some way? 17
  • 46. RPG Applied to GGP 18
  • 47. RPG Applied to GGP • The Relaxed Plan Graph is a simplistic version of the world 18
  • 48. RPG Applied to GGP • The Relaxed Plan Graph is a simplistic version of the world • Things that have become true are always true, there are no negative effects to actions 18
  • 49. RPG Applied to GGP • The Relaxed Plan Graph is a simplistic version of the world • Things that have become true are always true, there are no negative effects to actions • How can this be applied to GDL? 18
  • 50. RPG Applied to GGP 18
  • 51. RPG Applied to GGP It can’t 19
  • 52. RPG - What Happens? • Tic Tac Toe example : facts 1 - (cell 1 1 B) actions 1 -(mark 1 1 xplayer) facts 2 - (cell 1 1 B) (cell 1 1 X) • In planning this kind of retention of old factoids is not a major issue. How problematic is it in GDL? 20
  • 53. Unrealistic Wins • Tic Tac Toe - Turn 5 under the RPG Facts 5 : (cell 1 1 B) (cell 1 2 B).... (cell 1 1 x) (cell 1 2 x) (cell 1 3 o) (cell 2 3 o) Action 5 : (mark 1 3 x) • RPG has given a false victory to x 21
  • 54. More RPG in GDL • Consider another aspect of the Tic Tac Toe game: facts 1 - (cell 1 1 B) (control xplayer) actions 1 -(mark 1 1 xplayer) facts 2 - (cell 1 1 B) (cell 1 1 X) (control xplayer) (control oplayer) 22
  • 55. Heuristics • RPG is one of our best heuristics and it is far too disruptive and uninformative to apply directly to GDL - we rely much more heavily on the delete effects of actions. • Not to say all our heuristics will fail, or that RPG can’t be adapted to maintain the concept somehow but work more effectively. 23
  • 56. MiniMax Player • MiniMax is a game theoretic technique that assumes that the opponent is actively conspiring against the player - paranoia. • At each decision point the opponent has, it will attempt to minimise our expected payoff. • The player must then find the move that maximises this minimal payoff. 24
  • 57. FluxPlayer • Winner of AAAI GGP competition 2006 • Uses Fluent Calculus to determine effects of actions in a more generalised manner • Fuzzy Logic used to create an evaluation of how closely a state matches a described goal state • Structure determination in the GDL 25
  • 58. CADIAPlayer • Won AAAI GGP Competition ’07 and ’08 • Created by Finnsson and Björnsson • UCT / Monte Carlo approach • Simulated probing to establish likely outcomes of different actions • Sampling biased towards better seeming states to more fully explore these areas 26
  • 59. Future • Subject of an abandoned 4th Year project. • Investigating portfolio approaches and game classification by feature extraction. • Planned to resume next year. • General Games will be run as part of 3rd Year Foundations of Artificial Intelligence coursework. 27