Learning in Games

This line of research is about "tools for designing games". 


All stuff is available for free for non-profit research and teaching (Windows tested but some of it also Unix-tested, and there are variants for other platforms too - Android & iOS). Also, an overview of all the technologies which have been used over these years in a variety of undergraduate and postgraduate dissertations is available (in Greek) here: http://snf-858823.vm.okeanos.grnet.gr/rlgame/.


It started out to explore the use of reinforcement learning and neural networks to evolve computer players that can play effectively a (new) board game against humans. That was inspired mainly by IBM's Deep* machines and Tesauro's Neurogammon and TD-Gammon. We then moved to investigate how to best utilize expert involvement in terms of humans playing against the computer so that the algorithms can then efficiently and effectively develop defensive and offensive strategies. We have also experimented a bit with using minimax as a tutor.


Initial work on the subject, a new board game for testing, and the development of the underlying technology and playing mechanisms (including self-play and human-vs-computer) are described in two early papers:


Since a human can be considered as an expert player, we then experimented with how we can use such expert knowledge in a cost-effective manner, also trying to quantify what it means to play well (win a lot of games in a few moves). Papers on this issue are:


We have also experimented with using minimax as an expert player. It seems that the opponent of minimax seems to best make use of the experience! We use the term "pendulum effect" to term this observation.

  

Questions we are looking into:


Since we believe that environments to support the streamlining of social interactions between diverse player populations, from novices to experts, will be key to let us explore how one can set one's own learning path, we have invested some effort along that direction too.

Some related papers are:


Interesting tangents evolved alongside the development of more ML for new games and genetically engineered neural networks for Othello:



Interested? Contact me. (I have not updated this page since 2018.)