Regular Games -- an Automata-Based General Game Playing Language

📅 2025-11-13
📈 Citations: 0
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🤖 AI Summary
Existing General Game Playing (GGP) systems face dual bottlenecks in computational efficiency and game design expressiveness. To address these, this paper introduces *Regular Games*: the first GGP framework whose core language is finite automata. Leveraging a hierarchical language architecture, it automatically compiles high-level game descriptions into low-level rule automata, uniformly supporting both finite-horizon and imperfect-information games. Crucially, finite automata serve as the formal semantic foundation—enabling minimal rule representation and efficient forward-model generation. A complete toolchain—including an LSP-based editor, automaton visualizer, debugger, and benchmarking suite—is developed to enhance developer productivity and analytical capability. Experiments demonstrate that Regular Games achieves faster forward-model generation than state-of-the-art systems such as Regular Boardgames and Ludii. This work establishes a new GGP paradigm that unifies theoretical rigor with practical engineering utility.

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📝 Abstract
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.
Problem

Research questions and friction points this paper is trying to address.

Creating computationally efficient general game playing system for finite turn-based games
Developing convenient game design languages for human and procedural content generation
Generating faster forward models than existing GGP systems like Regular Boardgames
Innovation

Methods, ideas, or system contributions that make the work stand out.

Finite automaton defines game rules efficiently
High-level languages translate to low-level automation
Faster forward models outperform existing GGP systems
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