用有限自动机定义游戏规则,让博弈系统更高效易用。
Regular Games -- an Automata-Based General Game Playing Language
- 用有限自动机作为核心规则语言,机制极简便于机器处理
- 生成前向模型速度超越现有系统,效率显著提升
- 支持人类与程序化生成游戏,适合游戏设计与算法研究
我们提出一种新型通用博弈系统 Regular Games(RG),旨在兼顾计算效率与游戏设计便捷性。系统包含多层语言,核心为低层级规则语言,通过有限自动机定义规则,仅含少数基础机制,易于被代理、分析与优化等自动处理。该语言对所有有限回合制不完美信息博弈具有通用性。高层语言用于人类或程序化内容生成,最终转换为低层语言。RG生成的前向模型速度优于当前最优水平,超过 Regular Boardgames 与 Ludii 等系统。其生态系统包括支持 LSP 的编辑器、自动机可视化、基准测试工具及游戏描述转换调试器。
原文摘要 · Abstract (English)
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.
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