arXiv Machine Learning

Application of machine learning to monster level prediction in tabletop RPG game design

arXiv:2607. 09196v1 Announce Type: new Abstract: Designing balanced adversaries is a central but labor-intensive task in tabletop role-playing game (TTRPG) development.

arXiv Computer Vision
Sep 22

GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay

arXiv:2609.25001v1 Announce Type: new Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, a...

By Yiran Wang, Xingyilang Yin, Junfu Pu, Guangzhi Wang, Kaifeng Li, Mingyu Ouyang, Huiqiang Sun, Lingen Li, Cheng Cheng, Wangbo Yu, Honghao Chen, Xiaodong Cun, Chi-Man Pun, Zhiguo Cao, Ying Shan
arXiv AI
Sep 16

AI for Games in the Foundation Model Era

arXiv:2609.16679v1 Announce Type: new Abstract: Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems mo...

By Meng Luo, Yanlin Li, Hao Li, Hongzhan Lin, Pengfei Zhou, Tianjie Ju, Ran Zhang, Yeying Jin, Mong-Li Lee, Wynne Hsu
arXiv AI
Sep 7

Abstraction Agent

The paper introduces the Abstraction Agent, a zero‑shot pipeline that employs a large language model to automatically generate continuous strategic features from a natural‑language game description, score private states, and cluster them into abstraction buckets without any game‑specific evaluators or training data. The pipeline consists of four phases—feature discovery with calibration anchors, batched private‑state scoring, correlation‑based feature selection, and k‑means clustering—and achieves significant reductions in lifted‑strategy exploitability in heads‑up no‑limit Texas hold’em and outperforms scalar rank baselines in ROVER Trials. The method also transfers to other games such as four‑card Pot‑Limit Omaha, HUNL preflop and flop, and Riichi Mahjong, demonstrating that it can uncover strategic concepts that align with recognized game theory insights.

By Boning Li, Longbo Huang
arXiv AI
Jul 14

People use fast and flat simulation to reason about new games

arXiv:2510. 11503v2 Announce Type: replace-cross Abstract: Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence (AI), often focusing on expert-level or even super-human play.

By Katherine M. Collins, Cedegao E. Zhang, Lionel Wong, Mauricio Barba da Costa, Graham Todd, Adrian Weller, Samuel J. Cheyette, Thomas L. Griffiths, Joshua B. Tenenbaum
arXiv Machine Learning
Sep 15

Hierarchical Deep Counterfactual Regret Minimization

arXiv:2305.17327v4 Announce Type: replace Abstract: Imperfect Information Games (IIGs) are used to model games under uncertainty or lack complete information. Counterfactual Regret Minimization (CFR)...

By Jiayu Chen, Xudong Wu, Zhekai Wang, Vaneet Aggarwal
arXiv AI
Sep 1

Game-Agnostic Value Functions through Automatic JSON Feature Extraction

The paper introduces JSON-Bag VF, a game-agnostic method for training value functions using JSON-Bag prototypes derived from tokenized game trajectories. It demonstrates that Random Forest-based feature selection and game-stage-specific feature selection enhance performance, and that these selections are more critical than prototype-tokenization. Experiments on six tabletop games show that JSON-Bag OSLA outperforms baseline one-step-look-ahead agents in most cases.

By Dien Nguyen, Diego Perez-Liebana