FLMay 26
Synchronization of strongly connected partial DFAs and prefix codesMikhail V. Berlinkov, Robert Ferens, Andrew Ryzhikov et al.
We study synchronizing partial DFAs, which extend the classical concept of synchronizing complete DFAs and are a special case of synchronizing unambiguous NFAs. A partial DFA is called synchronizing if it has a word (called a \emph{reset word}) whose action brings a non-empty subset of states to a unique state and is undefined for all other states. The class of strongly connected partial DFAs is precisely the class of DFAs recognizing the Kleene star of prefix codes. While in the general case the problem of checking whether a partial DFA is synchronizing is PSPACE-complete, we show that in the strongly connected case, this problem can be efficiently reduced to the same problem for a complete DFA. Using combinatorial, algebraic, and formal languages methods, we develop techniques that relate main synchronization problems for strongly connected partial DFAs to the same problems for complete DFAs. In particular, this includes the Černý and the rank conjectures, the problem of finding a reset word, and upper bounds on the length of the shortest reset words of literal automata of finite prefix codes. We conclude that solving fundamental synchronization problems is equally hard in both models, as an essential improvement of the results for one model implies an improvement for the other.
AINov 13, 2025
Regular Games -- an Automata-Based General Game Playing LanguageRadosław Miernik, Marek Szykuła, Jakub Kowalski et al.
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations.
AIDec 21, 2023
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)Michał Maras, Michał Kępa, Jakub Kowalski et al.
We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently.
AIDec 14, 2021
Split Moves for Monte-Carlo Tree SearchJakub Kowalski, Maksymilian Mika, Wojciech Pawlik et al.
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called \emph{splitting}. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.
AIJun 15, 2020
Efficient Reasoning in Regular BoardgamesJakub Kowalski, Radosław Miernik, Maksymilian Mika et al.
We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular expressions. RBG serves as a research tool that aims to aid in the development of generalized algorithms for knowledge inference, analysis, generation, learning, and playing games. In all these tasks, both generality and efficiency are important. In the first part, this paper describes optimizations used by the RBG compiler. The impact of these optimizations ranges from 1.7 to even 33-fold efficiency improvement when measuring the number of possible game playouts per second. Then, we perform an in-depth efficiency comparison with three other modern GGP systems (GDL, Ludii, Ai Ai). We also include our own highly optimized game-specific reasoners to provide a point of reference of the maximum speed. Our experiments show that RBG is currently the fastest among the abstract general game playing languages, and its efficiency can be competitive to common interface-based systems that rely on handcrafted game-specific implementations. Finally, we discuss some issues and methodology of computing benchmarks like this.
AIMar 6, 2020
Experimental Studies in General Game Playing: An Experience ReportJakub Kowalski, Marek Szykuła
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different formalisms. We think our survey may provide an interesting perspective of how chaotic methods were allowed when nothing better was possible. Finally, from our experience-based view, we would like to propose a few recommendations of how such specific heterogeneous branch of research should be handled appropriately in the future. The goal of this note is to point out common difficulties and problems in the experimental research in the area. We hope that our recommendations will help in avoiding them in future works and allow more fair and reproducible comparisons.
AIOct 1, 2019
A note on the empirical comparison of RBG and LudiiJakub Kowalski, Maksymilian Mika, Jakub Sutowicz et al.
We present an experimental comparison of the efficiency of three General Game Playing systems in their current versions: Regular Boardgames (RBG 1.0), Ludii~0.3.0, and a Game Description Language (GDL) propnet. We show that in general, RBG is currently the fastest GGP system. For example, for chess, we demonstrate that RBG is about 37 times faster than Ludii, and Ludii is about 3 times slower than a GDL propnet. Referring to the recent comparison [An Empirical Evaluation of Two General Game Systems: Ludii and RBG, CoG 2019], we show evidences that the benchmark presented there contains a number of significant flaws that lead to wrong conclusions.
AIJun 8, 2017
Regular BoardgamesJakub Kowalski, Maksymilian Mika, Jakub Sutowicz et al.
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the description in one GGP formalism, compensating certain drawbacks of the existing languages. This often makes RBG more suitable for various research and practical developments in GGP. While dedicated mostly for describing board games, RBG is universal for the class of all finite deterministic turn-based games with perfect information. We establish foundations of RBG, and analyze it theoretically and experimentally, focusing on the efficiency of reasoning. Regular Boardgames is the first GGP language that allows efficient encoding and playing games with complex rules and with large branching factor (e.g.\ amazons, arimaa, large chess variants, go, international checkers, paper soccer).
AIJun 8, 2016
Simplified BoardgamesJakub Kowalski, Jakub Sutowicz, Marek Szykuła
We formalize Simplified Boardgames language, which describes a subclass of arbitrary board games. The language structure is based on the regular expressions, which makes the rules easily machine-processable while keeping the rules concise and fairly human-readable.
AIAug 2, 2015
Procedural Content Generation for GDL Descriptions of Simplified BoardgamesJakub Kowalski, Marek Szykuła
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing agents. To generate playable, human readable, and balanced chess-like games we use an adaptive evolutionary algorithm with the fitness function based on simulated playouts. In future, we plan to use the proposed method to diversify and extend the set of GGP tournament games by those with fully automatically generated rules.