Deep Learning for General Game Playing with Ludii and Polygames
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Abstract (arXiv)
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 implementation of the game's rules, and constructing the neural network's architecture -- in particular the shapes of its input and output tensors. Ludii is a general game system that already contains over 500 different games, which can rapidly grow thanks to its powerful and user-friendly game description language. Polygames is a framework with training and search algorithms, which has already produced superhuman players for several board games. This paper describes the implementation of a bridge between Ludii and Polygames, which enables Polygames to train and evaluate models for games that are implemented and run through Ludii. We do not require any game-specific domain knowledge anymore, and instead leverage our domain knowledge of the Ludii system and its abstract state and move representations to write functions that can automatically determine the appropriate shapes for input and output tensors for any game implemented in Ludii. We describe experimental results for short training runs in a wide variety of different board games, and discuss several open problems and avenues for future research.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 12 of its 34 references that are in the map. First posted on arXiv 23 Jan 2021.
Builds on
12 of 34 references.
References · 12
- 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,160
- 2015U-Net: Convolutional Networks for Biomedical Image Segmentationcited by 19,604
- 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,327
- 2013Network In Networkcited by 600
- 2019OpenSpiel: A Framework for Reinforcement Learning in Gamescited by 180
- 2020Combining Deep Reinforcement Learning and Search for Imperfect-Information Gamescited by 110
- 2019Accelerating Self-Play Learning in Gocited by 60
- 2019Ludii -- The Ludemic General Game Systemcited by 39
- 2020Polygames: Improved Zero Learningcited by 11
- 2020Learning to Play Two-Player Perfect-Information Games without Knowledgecited by 11
- 2019Multiplayer AlphaZerocited by 6
- 2021Ludii Game Logic Guidecited by 4
Built on by
Citing papers per year: 2021: 1; 2022: 3; 2023: 1; 2024: 1; 2025: 1.
7 papers.
- 2021Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variantscited by 6
- 2022Spatial State-Action Features for General Gamescited by 3
- 2022AlphaZero-Inspired Game Learning: Faster Training by Using MCTS Only at Test Timecited by 3
- 2023Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)cited by 1
- 2022Visualising Multiplayer Game Spacescited by 0
- 2024A Research Agenda for Usability and Generalisation in Reinforcement Learningcited by 0
- 2025Ludax: A GPU-Accelerated Domain Specific Language for Board Gamescited by 0
- 2025Ludax: A GPU-Accelerated Domain Specific Language for Board Games27 Jun 2025
- 2024A Research Agenda for Usability and Generalisation in Reinforcement Learning22 Dec 2024
- 2023Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)21 Dec 2023
- 2022AlphaZero-Inspired Game Learning: Faster Training by Using MCTS Only at Test Time28 Apr 2022
- 2022Visualising Multiplayer Game Spaces11 Feb 2022
- 2022Spatial State-Action Features for General Games17 Jan 2022
- 2021Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants24 Feb 2021