Authors:
Cameron Browne, Eric Piette, Matthew Stephenson, Dennis J. N. J. Soemers

Venue:
Advances in Computer Games (ACG), 2021

Topics:
general game playing, board geometry, graph theory, Ludii, game representation

Links: PDF · Springer · arXiv

Abstract

This paper presents a general method for describing board game geometry in the Ludii system using graph-based representations.

Game boards are modelled as graphs composed of vertices, edges, and cells, enabling the concise and flexible description of a wide variety of board structures through tilings, shapes, and graph operators.

This approach allows the representation of most conceivable game boards in a unified framework, supporting general game playing and the analysis of traditional games.

Context

This work is a core component of the Ludii general game system and the Digital Ludeme Project.

It provides the geometric foundation required to model board games in a general and extensible way, enabling consistent representations across hundreds of traditional and modern games.

By combining graph theory with domain-specific abstractions, this approach facilitates general AI research, transfer learning, and the computational study of games across cultures and history.

Full reference

Browne, C., Piette, E., Stephenson, M., Soemers, D. J. N. J. (2021). General Board Geometry. In Advances in Computer Games (ACG).

BibTeX

@inproceedings{browne2021geometry,
  author    = {Browne, Cameron and Piette, Eric and Stephenson, Matthew and Soemers, Dennis J. N. J.},
  title     = {General Board Geometry},
  booktitle = {Advances in Computer Games (ACG)},
  year      = {2021},
  url       = {https://arxiv.org/abs/2111.11329}
}