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Visualising Multiplayer Game Spaces

arXiv 2202.05773 ↗First posted 11 Feb 2022cs.AI cs.MAcited by 0

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Abstract (arXiv)

We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each case we take a 16-dimensional feature space, and reduce it to a 2-dimensional visualizable landscape. We find that a space obtained from optimization of parameters in Monte Carlo Tree Search (MCTS) is the most directly interpretable to characterise our set of games in terms of the relative importance of imperfect information, adversarial opponents and reward sparsity. These results do not correlate with a space defined using attributes of the game-tree. This dimensionality reduction does not show any general effect as the number of players. We therefore consider the question using the original features to classify the games into two sets; those for which the characteristics of the game changes significantly as the number of players changes, and those for which there is no such effect.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 8 of its 70 references that are in the map. First posted on arXiv 11 Feb 2022.

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References · 8

  1. 2020Real World Games Look Like Spinning Topscited by 66
  2. 2018The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisationcited by 9
  3. 2017Combinatorial Multi-armed Bandits for Real-Time Strategy Gamescited by 7
  4. 2021Deep Learning for General Game Playing with Ludii and Polygamescited by 7
  5. 2018A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarkingcited by 6
  6. 2019An Overview of the Ludii General Game Systemcited by 4
  7. 2017Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playingcited by 3
  8. 2019Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Bestcited by 3

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