ABSTRACT
Computer programs able to play different kinds of games (aka bots) is a growing area of interest for the computer game industry as the demand for better skilled computerized opponents increase. We propose a general architecture of a Multi-agent System (Mas) based bot able to play complex board games and show that this solution is able to outperform other bots in two quite different games, namely no-press Diplomacy and Risk. Based on these results, we formulate a hypothesis of the applicability of Mas based bots in the domain of board games and identify the need for future investigations in the area.
- Murray Campbell, Jr. A. Joseph Hoane, and Feng hsiung Hsu. Deep blue. Artif Intell., 134(1--2):57--83, 2002. Google ScholarDigital Library
- DAIDE web page, http://www.daide.org.uk/, February 2006.Google Scholar
- A. Drogoul. When ants play chess (or can strategies emerge from tactical behviours?). In C. Castelfranchi and J.-P. Müller, editors, From Reaction to Cognition --- Fifth European Workshop on Modelling Autonomous Agents in a Multi-Agent World, MAAMAW-93 (LNAI Volume 957), pages 13--27. Springer-Verlag: Heidelberg, Germany, 1995.Google Scholar
- H. Fransson. Agentchess --- an agent chess approach -- can agents play chess? Master's thesis, Blekinge Institute of Technology, 2003.Google Scholar
- Fredrik Håård. Multi-agent diplomacy: Tactical planning using cooperative distributed problem solving. Master's thesis, Blekinge Institute of Technology, 2004.Google Scholar
- T. P. Hart and D. J. Edwards. The Tree Prune (TP) algorithm. Technical report, Massachusetts Institute of Technology, Cambridge, Massachusetts, 1961. Artificial Intelligence Project Memo 30.Google Scholar
- S. J. Johansson and F. Håård. Tactical coordination in no-press diplomacy. In Proceedings of Autonomous Agents and Multi-agent Systems (Aamas), 2005. Google ScholarDigital Library
- S. J. Johansson and F. Olsson. Mars a multi-agent system playing risk. In Proceedings of Pacific Rim International Workshop on Multi-agents (PRIMA), 2005.Google Scholar
- Sarit Kraus and Daniel Lehmann. Designing and building a negotiating automated agent. Computational Intelligence, 11(1):132--171, 1995.Google ScholarCross Ref
- Kai-Fu Lee and Sanjoy Mahajan. The development of a world class othello program. Artif. Intell., 43(1):21--36, 1990. Google ScholarDigital Library
- Daniel E. Loeb. Challenges in multi-player gaming by computers. The Diplomatic Pouch Zine, S1995M, 1995.Google Scholar
- M. Luck, P. McBurnley, and C. Preist. Agent Technology: Enabling Next Generation Computing -- A Roadmap for Agent Based Computing. AgentLink, 2003. ISBN 0854 327886.Google Scholar
- Fredrik Olsson. A multi-agent system for playing the board game risk. Master's thesis, Blekinge Institute of Technology, 2005.Google Scholar
- J. Schaeffer. Solving checkers: First result. International Computer Games Association (ICGA) Journal 28(1):32--37, 2005.Google Scholar
- J. Shaheed. Creating a diplomat. Master's thesis, Imperial College, London, UK, 2004.Google Scholar
- SillySoft. Lux v4.3, 2005. http://sillysoft.net/ URL last visited on 2006-01-24.Google Scholar
- R. G. Smith. The contract net protocol: High level communication and control in a distributed problem solver. IEEE Transaction on Computers, C-29(12):1104--1113, 1980.Google ScholarDigital Library
- K. Sycara, K. Decker, A. Pannu, M. Williamson, and D. Zeng. Distributed intelligent agents. IEEE Expert, 11(6):36--46, 1996. Google ScholarDigital Library
- G. Tesauro. Temporal difference learning and td-gammon. Communications of the ACM, 38(3), 1995. Google ScholarDigital Library
- R. S. Thomas. Real-time Decision Making for Adversarial Environments Using a Plan-based Heuristic. PhD thesis, Northwestern University, Evanston, Illinois, 2003. Google ScholarDigital Library
- R. S. Thomas. Jsettlers home page, 2006. http://catan.jsettlers.org/ URL last visited February '06.Google Scholar
- Caspar Treijtel. Multi-agent stratego. Master's thesis, Delft University of Technology, 2000.Google Scholar
Recommendations
AI-based playtesting of contemporary board games
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital GamesTicket to Ride is a popular contemporary board game for two to four players, featuring a number of expansions with additional maps and tweaks to the core game mechanics. In this paper, four different game-playing agents that embody different playing ...
Collaborative Agent Gameplay in the Pandemic Board Game
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesWhile artificial intelligence has been applied to control players’ decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all players ...
Towards the next generation of board game opponents
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesWhile computer games can give users many other forms of immersive entertainment, the social richness that exists in face to face interactions is being lost. In this paper we start by presenting a brief review on artificial board game opponents. Given ...
Comments