Skip to main content

The GRL System: Learning Board Game Rules with Piece-Move Interactions

  • Conference paper
  • First Online:
Book cover Computer Games (CGW 2015, GIGA 2015)

Abstract

Many real-world systems can be represented as formal state transition systems. The modeling process, in other words the process of constructing these systems, is a time-consuming and error-prone activity. In order to counter these difficulties, efforts have been made in various communities to learn the models from input data. One learning approach is to learn models from example transition sequences. Learning state transition systems from example transition sequences is helpful in many situations. For example, where no formal description of a transition system already exists, or when wishing to translate between different formalisms.

In this work, we study the problem of learning formal models of the rules of board games, using as input only example sequences of the moves made in playing those games. Our work is distinguished from previous work in this area in that we learn the interactions between the pieces in the games. We supplement a previous game rule acquisition system by allowing pieces to be added and removed from the board during play, and using a planning domain model acquisition system to encode the relationships between the pieces that interact during a move.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Aarts, F., De Ruiter, J., Poll, E.: Formal models of bank cards for free. In: 2013 IEEE Sixth International Conference on Software Testing, Verification and Validation Workshops, pp. 461–468. IEEE (2013)

    Google Scholar 

  2. Bessiere, C., Coletta, R., Daoudi, A., Lazaar, N., Mechqrane, Y., Bouyakhf, E.H.: Boosting constraint acquisition via generalization queries. In: ECAI, pp. 99–104 (2014)

    Google Scholar 

  3. Björnsson, Y.: Learning rules of simplified boardgames by observing. In: ECAI, pp. 175–180 (2012)

    Google Scholar 

  4. Cresswell, S., McCluskey, T., West, M.: Acquiring planning domain models using LOCM. Knowl. Eng. Rev. 28(2), 195–213 (2013)

    Article  Google Scholar 

  5. Cresswell, S., Gregory, P.: Generalised domain model acquisition from action traces. In: International Conference on Automated Planning and Scheduling, pp. 42–49 (2011)

    Google Scholar 

  6. Cresswell, S., McCluskey, T.L., West, M.M.: Acquisition of object-centred domain models from planning examples. In: Gerevini, A., Howe, A.E., Cesta, A., Refanidis, I. (eds.) ICAPS. AAAI (2009)

    Google Scholar 

  7. Genesereth, M.R., Love, N., Pell, B.: General game playing: overview of the AAAI competition. AI Mag. 26(2), 62–72 (2005)

    Google Scholar 

  8. Gregory, P., Cresswell, S.: Domain model acquisition in the presence of static relations in the LOP system. In: International Conference on Automated Planning and Scheduling, pp. 97–105 (2015)

    Google Scholar 

  9. Hausknecht, M.J., Lehman, J., Miikkulainen, R., Stone, P.: A neuroevolution approach to general atari game playing. IEEE Trans. Comput. Intell. AI Games 6(4), 355–366 (2014)

    Article  Google Scholar 

  10. Kaiser, L.: Learning games from videos guided by descriptive complexity. In: Hoffmann, J., Selman, B. (eds.) Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, Toronto, Ontario, Canada, 22–26 July 2012, pp. 963–970. AAAI Press (2012)

    Google Scholar 

  11. Kirk, J.R., Laird, J.: Interactive task learning for simple games. In: Advances in Cognitive Systems, pp. 11–28. AAAI Press (2013)

    Google Scholar 

  12. Love, N., Hinrichs, T., Genesereth, M.: General game playing: game description language specification. Technical report, Stanford University, 4 April 2006. http://games.stanford.edu/

  13. McCluskey, T.L., Cresswell, S.N., Richardson, N.E., West, M.M.: Automated acquisition of action knowledge. In: International Conference on Agents and Artificial Intelligence (ICAART), pp. 93–100 (2009)

    Google Scholar 

  14. McCluskey, T.L., Porteous, J.: Engineering and compiling planning domain models to promote validity and efficiency. Artif. Intell. 95(1), 1–65 (1997)

    Article  MATH  Google Scholar 

  15. Muggleton, S., Paes, A., Santos Costa, V., Zaverucha, G.: Chess revision: acquiring the rules of chess variants through FOL theory revision from examples. In: De Raedt, L. (ed.) ILP 2009. LNCS, vol. 5989, pp. 123–130. Springer, Heidelberg (2010)

    Chapter  Google Scholar 

  16. O’Sullivan, B.: Automated modelling and solving in constraint programming. In: AAAI, pp. 1493–1497 (2010)

    Google Scholar 

  17. Richardson, N.E.: An operator induction tool supporting knowledge engineering in planning. Ph.D. thesis, School of Computing and Engineering, University of Huddersfield, UK (2008)

    Google Scholar 

  18. Schaul, T.: A video game description language for model-based or interactive learning. In: Proceedings of the IEEE Conference on Computational Intelligence in Games (CIG 2013), pp. 193–200. IEEE (2013)

    Google Scholar 

  19. Wu, K., Yang, Q., Jiang, Y.: ARMS: an automatic knowledge engineering tool for learning action models for AI planning. Knowl. Eng. Rev. 22(2), 135–152 (2007)

    Article  Google Scholar 

  20. Zhuo, H.H., Yang, Q., Hu, D.H., Li, L.: Learning complex action models with quantifiers and logical implications. Artif. Intell. 174, 1540–1569 (2010)

    Article  MathSciNet  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Peter Gregory .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Gregory, P., Schumann, H.C., Björnsson, Y., Schiffel, S. (2016). The GRL System: Learning Board Game Rules with Piece-Move Interactions. In: Cazenave, T., Winands, M., Edelkamp, S., Schiffel, S., Thielscher, M., Togelius, J. (eds) Computer Games. CGW GIGA 2015 2015. Communications in Computer and Information Science, vol 614. Springer, Cham. https://doi.org/10.1007/978-3-319-39402-2_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-39402-2_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-39401-5

  • Online ISBN: 978-3-319-39402-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics