Board Games
43 papers with code • 0 benchmarks • 2 datasets
Benchmarks
These leaderboards are used to track progress in Board Games
Libraries
Use these libraries to find Board Games models and implementationsMost implemented papers
Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration
ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the trained policy to guide it.
Design and Implementation of TAG: A Tabletop Games Framework
This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research.
Deep Learning for General Game Playing with Ludii and Polygames
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games.
Improving Model-Based Reinforcement Learning with Internal State Representations through Self-Supervision
Using a model of the environment, reinforcement learning agents can plan their future moves and achieve superhuman performance in board games like Chess, Shogi, and Go, while remaining relatively sample-efficient.
Mastering Terra Mystica: Applying Self-Play to Multi-agent Cooperative Board Games
In this paper, we explore and compare multiple algorithms for solving the complex strategy game of Terra Mystica, hereafter abbreviated as TM.
Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic
This paper contends that collaborative board games pose a different challenge to artificial intelligence as it must balance short-term risk mitigation with long-term winning strategies.
Scaling Scaling Laws with Board Games
The largest experiments in machine learning now require resources far beyond the budget of all but a few institutions.
Playing Codenames with Language Graphs and Word Embeddings
Although board games and video games have been studied for decades in artificial intelligence research, challenging word games remain relatively unexplored.
Estimates for the Branching Factors of Atari Games
The branching factor of a game is the average number of new states reachable from a given state.
AlphaZero-based Proof Cost Network to Aid Game Solving
We train a Proof Cost Network (PCN), where proof cost is a heuristic that estimates the amount of work required to solve problems.