Eight profiles on a common schema, each marking what was checked against a source this session and what is background recollection. Three are marked unverified in full — Machinations, the play substrates, most of RBG — and say so rather than reading as evaluations. Written straight after three review rounds whose entire yield was claims outrunning what had been checked, so the confidence rule is the first thing in the README. The survey changed the plan, which is what a survey is for. Track C was described in Positioning as open ground. It is not: Browne published 57 criteria for game quality, and Ai Ai already computes designer-facing measures — drama, lead changes, branching factor, completion, duration — from played games. The track becomes adopt, credit and find the gap. The gap looks real: those measures presume a leader, and SHARED GROUND has none — Modes.csv gives its tiebreak as "Not applicable". Track B probably adopts rather than builds. OpenSpiel implements CFR, best-response and exploitability over games that are simultaneous-move, imperfect-information and co-operative, which is all four of GROUND's awkward properties. "Does ATTACK ever pay" is a best-response question, and we spent three review rounds refining a two-policy sweep for it. The first Track B task is now one question — is exploitability meaningful for a co-operative game with a shared threshold — not a build. The cost of not surveying earlier is therefore measurable, and is recorded rather than glossed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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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 §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