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