83 lines
3.3 KiB
Markdown
83 lines
3.3 KiB
Markdown
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# Ai Ai (and MoGaL)
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Stephen Tavener, with Cameron Browne · Java · `checked` ·
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**licence and cost `unverified`**
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## What it optimises for
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General game playing **with analysis aimed at game authors**. Ai Ai is
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built on **MoGaL** (Modular Game Library), a general game system by
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Browne and Tavener assembled from Java blocks glued by a JSON-like
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language. `checked`
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## How a game is defined
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Hand-coded in Java for efficiency, **or** assembled from blocks using a
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JSON-based scripting language. `checked`
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## What it can analyse
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**This is the important part and the reason this profile exists.** Ai Ai
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"has quite a lot of analysis functions and contains analysis tools for
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game authoring", and plays via MCTS variants. `checked`
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The metric family in this research tradition — Browne, and work building
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on it — includes **turn metrics: branching factor, drama, killer moves,
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lead changes**; and **endgame metrics: completion, duration, advantage**.
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`checked` (from the literature; that Ai Ai computes this exact set is
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`unverified`).
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**Lead change is treated as close to drama**: a game that never changes
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leader is tedious, and one that changes too often is chaotic. `checked`
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## What it does not do
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- No federated authority: no concept of the game's owner ruling on an
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undecided case. `unverified`
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- No provenance binding to a publisher's dataset. `unverified`
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- Its measurements are outputs, not claims under adversarial review.
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## Relevance to clay-borg
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**Track C, and it substantially reframes it.** `Positioning.md` §4
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described "assimilated knowledge about why games work" as open ground.
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**It is not.** Ai Ai computes designer-facing measures of exactly this
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kind and has done for years.
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Also **Track A**: MoGaL's "Java blocks glued by JSON" is a third point on
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the description-language axis, between Ludii's ludemes and hand-written
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code — and closer to what a clay-borg game definition might look like.
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## What to steal
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- **The metric family itself.** Drama, lead change, completion, duration
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and branching factor are directly computable from our journals, and we
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already compute cruder cousins (win rate, arm rate, action counts).
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- **The framing that a metric is for the author**, not for an agent.
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## What to avoid
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Adopting the metrics without their assumptions. *Drama* and *lead change*
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are defined against a notion of "who is ahead", which in a co-operative
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game with a defection mechanic is not obvious — GROUND's SHARED GROUND
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mode has no individual leader at all, and `Modes.csv` says its tiebreak
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is "Not applicable". **A metric imported without checking that its
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subject exists here is the wrong-subject error**
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([`../specs/Taxonomy.md`](../specs/Taxonomy.md) §2.2).
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## Open questions
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- The exact metric list Ai Ai produces, and their definitions.
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- Whether any of them are defined for co-operative or hidden-role games.
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- Licence, and whether the analysis is usable headlessly.
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## Sources
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- Ai Ai home (http://mrraow.com/index.php/aiai-home/aiai/) — **certificate
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expired, not fetched**; description above is from search results and the
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mirror at https://aiai.website/
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- *Efficient Reasoning in Regular Boardgames*
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(https://arxiv.org/pdf/2006.08295) — for the MoGaL/Ai Ai relationship
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- *Evolutionary Tabletop Game Design: A Case Study in the Risk Game*
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(https://arxiv.org/pdf/2310.20008) — for the turn/endgame metric families
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