Cameron BrowneMaastricht University | UM · Department of Data Science and Knowledge Engineering
Cameron Browne
Ph.D. (QUT)
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130
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Introduction
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Position
- Research Associate
Publications
Publications (130)
The Ludii AI Competition involves general game playing events focused on developing agents that can play a wide variety of board games. In the 2022 edition, three competition tracks were proposed: Kilothon, General Game Playing, and Learning. All tracks used the Ludii general game system to provide the necessary games and API. This paper reports th...
This document outlines the types of data collected for the Digital Ludeme Project, an ERC-funded research project that aims to improve our understanding of the development of games throughout human history through computational analysis of the available (partial) historical data of games. This document outlines how this data is collected, formatted...
This paper presents a general approach for measuring distances between board games within the Ludii general game system. These distances are calculated using a previously published set of general board game concepts, each of which represents a common game idea or shared property. Our results compare and contrast two different measures of distance,...
Mu Torere is a traditional board game played by the Maori people of New Zealand. It has simple rules, low complexity and has been fully analysed, but surprisingly is often described with incorrect rules in the literature. This paper compares the various known rulesets for Mu Torere to investigate which provides the most interesting game, as the fir...
The eight papers in this special section focus on applications of evolutionary computation to games to demonstrate several ways in which evolution can push boundaries and explore new areas of what is possible in the realm of games research, with a focus on game-playing, automatic agent parameter tuning, automatic game testing, and procedural conten...
This paper presents a general approach for measuring distances between board games within the Ludii general game system. These distances are calculated using a previously published set of general board game concepts, each of which represents a common game idea or shared property. Our results compare and contrast two different measures of distance,...
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences. This approach allows most conceivable game boards to be described simp...
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game descriptions, move visualisation, highlighting winning moves, strategy explanation, among others. These aspects are th...
This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised implementations is applicable only to specific sets of games, based on their rules. The Ludii general game system can automatically infer, based on a game’s description in its...
Proof-Number Search (PNS) and Monte-Carlo Tree Search (MCTS) have been successfully applied for decision making in a range of games. This paper proposes a new approach called PN-MCTS that combines these two tree-search methods by incorporating the concept of proof and disproof numbers into the UCT formula of MCTS. Experimental results demonstrate t...
There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level language than general-purpose programming languages. Games described in such formats can subsequently be presented as challenges for automated general game playing agents...
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. The training and search algorithms are not game-specific, but every individual game that these approaches are applied to still requires domain knowledge for the implement...
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also man...
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences. This approach allows most conceivable game boards to be described simp...
This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised implementations is applicable only to specific sets of games, based on their rules. The Ludii general game system can automatically infer, based on a game's description in its...
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game descriptions, move visualisation, highlighting winning moves, strategy explanation, among others. These aspects are th...
This report summarizes the work of the masters research internship on exploring more human-like methods ofplay for AI agents for general game playing. The internship was conducted at DKE with the Ludii team withinthe framework of the Digital Ludeme Project. A common problem in (general) game playing AI is the variancein play strength across multipl...
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise the notion of "game concept", inspired by terms generally used by game players and designers. Through the Ludii...
This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system. Based on these results, we train several regression learning models to predict the performance of these heuristics based on each game's description file. We also provide a condensed analysis of the games available in Ludi...
In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games. We explore how to transfer trained parameters of these architectures based on shared semantics of channels in the state and action representations of the Ludii general...
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. The training and search algorithms are not game-specific, but every individual game that these approaches are applied to still requires domain knowledge for the implement...
This technical report outlines the fundamental workings of the game logic behind Ludii, a general game system, that can be used to play a wide variety of games. Ludii is a program developed for the ERC-funded Digital Ludeme Project, in which mathematical and computational approaches are used to study how games were played, and spread, throughout hi...
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features, for biasing MCTS playouts for arbitrary games played on arbitrary geometries. Benefits of our approach include e...
Games potentially provide a wealth of knowledge about our shared cultural past and the development of human civilisation, but our understanding of early games is incomplete and often based on unreliable reconstructions. This paper describes the Digital Ludeme Project, a five-year research project currently underway that aims to address such issues...
Ludii is a new general game system, currently under development, which aims to support a wider range of games than existing systems and approaches. It is being developed primarily for the task of game design, but offers a number of other potential benefits for game and AI researchers, professionals and hobbyists. This paper is based on an interacti...
Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. 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. The policy and the tree search can then iteratively improve each other, through ex...
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-games first is that once the a...
Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete. Indeed, this class of complexity contains hundreds of puzzles, since people particularly appreciate completing an intractable puzzle, such as Sudoku, but also enjoy the ability to check their solution easily once it’s done. For this reason, using constr...
This report summarises the Digital Ludeme Project, a recently launched 5-year research project being conducted at Maastricht University. This computational study of the world’s traditional strategy games seeks to improve our understanding of early games, their development, and their role in the spread of related mathematical ideas throughout record...
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to model and play the complete range of games required by this project. Such an undertaking will create a wide rang...
Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since the start of this year, two General Game Systems have emerged that provide efficient alternatives to the academi...
Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete. Indeed, this class of complexity contains hundreds of puzzles, since people particularly appreciate completing an intractable puzzle, such as Sudoku, but also enjoy the ability to check their solution easily once it's done. For this reason, using constr...
Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions an...
Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since the start of this year, two General Game Systems have emerged that provide efficient alternatives to the academi...
Bien que les systèmes actuels de General Game Playing (GGP) facilitent la recherche en Intelligence Artificielle (IA) autour des jeux, ils sont souvent trop spécialisés et fournissent une capacité de calcul trop faible. Cet article décrit une première version du système ludémique de GGP dénommé LUDII qui apporte un outil efficace à la recherche en...
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to model and play the complete range of games required by this project. Such an undertaking will create a wide rang...
Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions an...
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to model and play the complete range of games required by this project. Such an undertaking will create a wide rang...
Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques. The aim is to provide digital tools and methods to help game historians and other researchers better understand traditional games, their deve...
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest results have been obtained when policies are trained to mimic the search behaviour of MCTS by minimising a cross-en...
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialized and computationally inefficient. In this paper, we describe an initial version of a "ludemic" general game system called Ludii, which has the potential to provide an efficient tool for AI...
All humans play and all human cultures have their particular games; games are an important part of our cultural heritage. But while there is much tangible archaeological evidence of ancient games, the rules for how these games were played is typically lost. Our understanding of ancient and early games is incomplete and based on often unreliable int...
LUDII is an upcoming digital system that aims to provide a generic implementation for describing a large assortment of traditional games across many different cultures and time periods. This system provides a great opportunity to educate people about game design principles and AI techniques. One example could be as an interactive tool for exercises...
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-games first is that once the a...
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but has advantages in terms of generality, interpretability and resources (time and hardware) required for trainin...
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features, for biasing MCTS playouts for arbitrary games played on arbitrary geometries. Benefits of our approach include e...
Celtic knotwork follows specific regular patterns. These patterns have allowed for an algorithm to be developed that can create knotwork on any planar graph. The aim of this research is to transform an arbitrary input image to a mesh (planar graph) and apply the algorithm to create a Celtic knotwork that resembles the image's figures and shapes. Me...
One approach to game design is to start with existing ideas and to modify them in interesting new ways. This process of “creative plagiarism” is applied to the Japanese logic puzzle Sudoku to create a new variant called Ludoku, which simplifies some aspects of the original puzzle while adding new strategies without adding undue complexity. This pap...
Gloop is a tile-based combinatorial puzzle game with a strong topological basis, in which the player is assigned a number of challenges to complete with a particular set of tiles. This paper describes the computer-based analysis of a number of representative Gloop challenges, including the computer-assisted solution of a difficult problem that had...
Rules are at the core of many games. So how about generating them? This chapter discusses various ways to encode and generate game rules, and occasionally game entities that are strongly tied to rules. The first part discusses ways of generating rules for board games, including Ludi, perhaps the most successful example of automatically generated ga...
While there exist a variety of game description languages (GDLs) for modeling various classes of games, these are aimed at game playing rather than the more particular needs of game design. This paper describes a new approach to general game modeling that arose from this need. A class grammar is automatically generated from a given library of sourc...
The simplicity of the pen-and-paper game Sprouts hides a surprising combinatorial complexity. We describe an optimisation called boundary matching that accommodates this complexity to allow move generation for Sprouts games of arbitrary size at interactive speeds. This extended version of the paper also describes methods for plotting and visualisin...
When a puzzle game is created, its design parameters must be chosen to allow solvable and interesting challenges to be created for the player. We investigate the use of random sampling as a computationally inexpensive means of automated game analysis, to evaluate the BoxOff family of puzzle games. This analysis reveals useful insights into the game...
The simplicity of the pen-and-paper game Sprouts hides a surprising combinatorial complexity. We describe an optimization called boundary matching that accommodates this complexity to allow move generation for Sprouts games of arbitrary size at interactive speeds.
Artificial intelligence (AI) applications typically involve encoding expert knowledge in machine form to find optimal solutions for a given problem. However, this paper deals with the opposite process of extracting new and human- comprehensible insights from emergent AI behaviour. Some examples of useful game-related insights drawn from observing A...
Bitboards allow the efficient encoding of games for computer play and the application of fast bitwise-parallel algorithms for common game-related operations. This article describes: (1) a selection of bitboard techniques including an introduction to bitboards and bitwise operations, (2) a classification scheme that distinguishes filter, query and u...
This chapter explores methods for automatically generating bespoke game content, and games themselves, adapted to individual players to improve their playing experience or achieve a desired effect. It identifies three main aspects of the gaming process: generation of new content and rule sets, measurement of this content and the player, and adaptat...
The "Humies" awards are an annual competition held in conjunction with the Genetic and Evolutionary Computation Conference (GECCO), in which cash prizes totalling $10,000 are awarded to the most human-competitive results produced by any form of evolutionary computation published in the previous year. This article describes the gold medal-winning en...
Deductive search (DS) is a breadth-first, depth-limited propagation scheme for the constraint-based solution of deduction puzzles, using simple logic operations found in standard constraint satisfaction solvers. It attempts to emulate the processing limits experienced by human solvers, and, to some extent, the process by which they solve such probl...