The Structure of Games (short list)

The original goal of my Master's Thesis was to create a program to play any game.  Both Barney Pell and John W. Romein have written their Ph.D. thesis and a few papers about programs that deal with many different games.  Victor Allis' Ph.D. thesis is about different search methods used in different games.

Barney Pell. A Strategic Metagame Player for General Chess-like Games. Computational Intelligence, 11(4), 1995.   [URL]
John W. Romein and Henri E. Bal and Dick Grune. An Application Domain Specific Language for Describing Board Games. In International Conference on Parallel and Distributed Processing Techniques and Applications, pages 305-314, 1997.   [PS]
Louis Victor Allis. Searching for Solutions in Games and Artificial Intelligence., Ph.D. Thesis, University of Limburg, The Netherlands, 1994. [PDF] [URL]

A program that can play several games will probably need to learn how to play different games.

Johannes Fürnkranz. Machine Learning in Games: A Survey. Technical report, Austrian Research Institute for Artificial Intelligence, Schottengasse 3, A-1010Wien, Austria, 2001. [PDF]

Combinatorial Game Theory is a mathematical theory of games that deals abstractly with a large number of two player (only) games.

Erik D. Demaine. Playing Games with Algorithms: Algorithmic Combinatorial Game Theory. In Jivri Sgall and Alevs Pultr and Petr Kolman, editors, Proceedings of the 26th Symposium on Mathematical Foundations in Computer Science (MFCS 2001), pages 18–32, 2001.   [PS]

Games are really hard.  Several authors have written about the complexity of different games.  Micheal Sipser has a short section on games in our textbook "Introduction to the Theory of Computation" (p287-294).   

David Eppstein. Computational Complexity of Games and Puzzles. Unpublished, 2000.   [URL]
David Wolfe. Go Endgames are PSPACE-hard. In Richard Nowakowksi, editor, More Games of No Chance, Mathematical Sciences Research Institution Publication, pages 125–136, Cambridge University Press, 2002.   [PS]

My Master's Thesis program was able to play any number of games in one specific class of games.  But I should be able to describe any board game, just as Turing Machines are able to describe any algorithm. Now when I do come up with this method (call it Game Machines), then I will need to prove that it does indeed describe all games.  How do I do that?  Well if Game Machines are equivalent computational models to Turing Machines, and games are really just a few TMs hooked together with some player interactivity, then Game Machines could represent any board game.  So my theory goes.

This aspect of interaction got me to reading stuff about Game Logic (a.k.a. Computability Logic) and what has recently become known as Interactive Computation.

Johan van Benthem. Extensive games as process models. Journal of Logic, Language,and Information, 11(3):289-313, 2002. [PDF]
Peter Wegner and Dina Goldin. Computation beyond Turing machines. Commun. ACM, 46(4):100–102, 2003. [PDF]
Dina Q. Goldin and Scott A. Smolka and Peter Wegner. Turing Machines, Transition Systems, and Interaction. In Luca Aceto and Prakash Panangaden, editors, Electronic Notes in Theoretical Computer Science, Elsevier, 2002. [PDF]

There are a few markup languages for representing games.  But they are mostly concerned with representing popular games and game histories.

Steven J. Edwards. Portable Game Notation Specification and Implementation Guide. ,.   [URL]

 

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Last updated 09/09/2004