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Main Authors: Miernik, Radosław, Szykuła, Marek, Kowalski, Jakub, Cieśluk, Jakub, Galas, Łukasz, Pawlik, Wojciech
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2511.10593
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author Miernik, Radosław
Szykuła, Marek
Kowalski, Jakub
Cieśluk, Jakub
Galas, Łukasz
Pawlik, Wojciech
author_facet Miernik, Radosław
Szykuła, Marek
Kowalski, Jakub
Cieśluk, Jakub
Galas, Łukasz
Pawlik, Wojciech
contents We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations.
format Preprint
id arxiv_https___arxiv_org_abs_2511_10593
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Regular Games -- an Automata-Based General Game Playing Language
Miernik, Radosław
Szykuła, Marek
Kowalski, Jakub
Cieśluk, Jakub
Galas, Łukasz
Pawlik, Wojciech
Artificial Intelligence
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations.
title Regular Games -- an Automata-Based General Game Playing Language
topic Artificial Intelligence
url https://arxiv.org/abs/2511.10593