Abstract— General Game playing, a relatively new field in
game research, presents new frontiers in building intelligent
game players. The traditional premise for building a good
artificially intelligent player is that the game is known to the
player and pre-programmed to play accordingly. General game
players challenge game programmers by not identifying the
game until the beginning of game play. In this paper we explore
a new approach to intelligent general game playing employing
a self-organizing, multiple-agent evolutionary learning
strategy. In order to decide on an intelligent move, specialized
agents interact with each other and evolve competitive
solutions to decide on the best move, sharing the learnt
experience and using it to train themselves in a social
environment. In an experimental setup using a simple board
game, the evolutionary agents employing a learning strategy by
training themselves from their own experiences, and without
prior knowledge of the game, demonstrate to be as effective as
other strong dedicated heuristics. This approach provides a
potential for new intelligent game playing program design in
the absence of prior knowledge of the game at hand.
I. INTRODUCTION
n game playing, one of the most important aspect is the
ability of the player to make intelligent, legal moves
during game play. Many different approaches have been
explored in this area, and much research and potential still
exists to develop intelligent game players.
A. General Game Playing
The field of General Game Playing (GGP) is an important
part of Artificial Intelligence (AI) research, and provides an
important leap in the direction and approach of the
construction of intelligent agent systems. In the past, much
of the emphasis in the creation of intelligent systems was on
the system being intelligent in its behaviour only for the task
it was constructed to perform well in. GGP systems, as the
name implies, are far more general. They are able to accept
descriptions of any game, and are able to play them. The
importance of this research lies in the fact that GGP systems
provide a step from intelligent systems giving an illusion of
intelligence to intelligent systems that act in an intelligent
manner.
Though pure General Game Playing capabilities have not
entirely been implemented, systems have been designed
This work was supported in part by an NSERC Discovery grant.
Z. Kobti is with the School of Computer Science at the University of
Windsor, Windsor, ONT, Canada N9B-3P4. (Phone: +1-519-253-3000; fax:
+1-519-973-7093; e-mail: kobti@uwindsor.ca). S. Sharma, is with the
School of Computer Science at the University of Windsor, Windsor, ONT,
Canada N9B-3P4. (e-mail: sharmaw@uwindsor.ca).
which display a general behaviour with respect to a specific
class of games.
B. Early attempts at General Game Playing: Positional
Games
One class of games where general game playing has been
investigated are positional games. These type of games were
formalised by Koffman [6]. Banerji [1], Citrenbaum, Pitrat
[3], and Banerji and Ernst [2] have studied these class of
games. Some examples of position games include Tic-Tac-
Toe, Hex, the Shannon switching games.
A position game can be defined by three sets, P, A, B. Set
P is a set of positions; with set A and B both containing
subsets of P. In other words, sets A and B represent a
collection of subsets of P, with each subset representing a
specific positional situation of the game. The game is played
with two players, with each player alternating in moves,
which consist of choosing an element from P. The chosen
element cannot be chosen again. The aim for the first player
is to construct one of the sets belonging to A, whereas the
aim for the second player is to construct one of the sets
belonging to B.
Programs that are capable of accepting rules of positional
games, and, with practice, learn how to play the game have
been developed. Koffman constructed a program that is able
to learn important board configurations in a 4 X 4 X 4 Tic-
Tac-Toe game. This program plays about 12 times before it
learns and is effectively able to play and start defeating
opponents. A set of board configurations are described by
means of a weighted graph.
C. General Game Playing Architecture
For our purposes, we use the GGP architecture developed
at Stanford University [9]. A GGP system consists of an
agent designated as the Game Player (GP) and a Game
Manager (GM). The GM is responsible for sending to the
GP, initially, the rules of the game, and subsequently, the
moves being made at each stage, and upon termination of
the game, a termination message. The responsibility of the
GP is to accept all the messages sent by the GM and take the
appropriate action. Currently, Stanford University maintains
at their website for GGP a GM to which GP’s can connect
and play games. They also maintain a rich resource base
detailing the model of communication between GP’s and the
GM, the types of games that are playable in GGP and a set
of game descriptions. The game descriptions are written in
prefix Knowledge Interchange Format (KIF) [4]. They are
written in such a manner that it is possible to use them and
generate a set of legal moves from a given game state. In
A Multi-Agent Architecture for Game Playing
Ziad Kobti, Shiven Sharma
I
276
Proceedings of the 2007 IEEE Symposium on
Computational Intelligence and Games (CIG 2007)
1-4244-0709-5/07/$20.00 ©2007 IEEE