Game Description Language
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Game Description Language
Game Description Language, or GDL, is a logic programming language designed by Michael Genesereth for general game playing, as part of the General Game Playing Project at Stanford University. GDL describes the state of a game as a series of facts, and the game mechanics as logical rules. GDL is hereby one of alternative representations for game theoretic problems. Purpose of GDL Quoted in an article in New Scientist, Genesereth pointed out that although Deep Blue is able to play chess at a grandmaster level, it is incapable of playing checkers at all because it is a specialized game player. Both chess and checkers can be described in GDL. This enables general game players to be built that can play both of these games and any other game that can be described using GDL. Specification Syntax GDL is a variant of Datalog, and the syntax is largely the same. It is usually given in prefix notation. Variables begin with "?". Keywords The following is the list of keywords in GDL, ...
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Logic Programming
Logic programming is a programming paradigm which is largely based on formal logic. Any program written in a logic programming language is a set of sentences in logical form, expressing facts and rules about some problem domain. Major logic programming language families include Prolog, answer set programming (ASP) and Datalog. In all of these languages, rules are written in the form of ''clauses'': :H :- B1, …, Bn. and are read declaratively as logical implications: :H if B1 and … and Bn. H is called the ''head'' of the rule and B1, ..., Bn is called the ''body''. Facts are rules that have no body, and are written in the simplified form: :H. In the simplest case in which H, B1, ..., Bn are all atomic formulae, these clauses are called definite clauses or Horn clauses. However, there are many extensions of this simple case, the most important one being the case in which conditions in the body of a clause can also be negations of atomic formulas. Logic programming languag ...
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Texas Hold 'em
Texas hold 'em (also known as Texas holdem, hold 'em, and holdem) is one of the most popular variants of the card game of poker. Two cards, known as hole cards, are dealt face down to each player, and then five Community card poker, community cards are dealt face up in three stages. The stages consist of a series of three cards ("the flop"), later an additional single card ("the turn" or "fourth street"), and a final card ("the river" or "fifth street"). Each player seeks the best List of poker hands, five card poker hand from any combination of the seven cards; the five community cards and their two hole cards. Players have Betting in poker, betting options to check, call, raise, or fold. Rounds of betting take place before the flop is dealt and after each subsequent deal. The player who has the best hand and has not folded by the end of all betting rounds wins all of the money bet for the hand, known as the pot. In certain situations, a "split-pot" or "tie" can occur when tw ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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General Game Playing
General game playing (GGP) is the design of artificial intelligence programs to be able to play more than one game successfully. For many games like chess, computers are programmed to play these games using a specially designed algorithm, which cannot be transferred to another context. For instance, a chess-playing computer program cannot play checkers. General game playing is considered as a necessary milestone on the way to artificial general intelligence. General video game playing (GVGP) is the concept of GGP adjusted to the purpose of playing video games. For video games, game rules have to be either learnt over multiple iterations by artificial players like TD-Gammon, or are predefined manually in a domain-specific language and sent in advance to artificial players like in traditional GGP. Starting in 2013, significant progress was made following the deep reinforcement learning approach, including the development of programs that can learn to play Atari 2600 games as well ...
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Petri Net
A Petri net, also known as a place/transition (PT) net, is one of several mathematical modeling languages for the description of distributed systems. It is a class of discrete event dynamic system. A Petri net is a directed bipartite graph that has two types of elements, places and transitions. Place elements are depicted as white circles and transition elements are depicted as rectangles. A place can contain any number of tokens, depicted as black circles. A transition is enabled if all places connected to it as inputs contain at least one token. Some sources state that Petri nets were invented in August 1939 by Carl Adam Petri—at the age of 13—for the purpose of describing chemical processes. Like industry standards such as UML activity diagrams, Business Process Model and Notation, and event-driven process chains, Petri nets offer a graphical notation for stepwise processes that include choice, iteration, and concurrent execution. Unlike these standards, Petri nets hav ...
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Graphical Game Theory
In game theory, the common ways to describe a game are the normal form and the extensive form. The graphical form is an alternate compact representation of a game using the interaction among participants. Consider a game with n players with m strategies each. We will represent the players as nodes in a graph in which each player has a utility function that depends only on him and his neighbors. As the utility function depends on fewer other players, the graphical representation would be smaller. Formal definition A graphical game is represented by a graph G, in which each player is represented by a node, and there is an edge between two nodes i and j iff their utility functions are dependent on the strategy which the other player will choose. Each node i in G has a function u_:\^\rightarrow\mathbb, where d_i is the degree of vertex i. u_ specifies the utility of player i as a function of his strategy as well as those of his neighbors. The size of the game's representation For ...
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First-order Logic
First-order logic—also known as predicate logic, quantificational logic, and first-order predicate calculus—is a collection of formal systems used in mathematics, philosophy, linguistics, and computer science. First-order logic uses quantified variables over non-logical objects, and allows the use of sentences that contain variables, so that rather than propositions such as "Socrates is a man", one can have expressions in the form "there exists x such that x is Socrates and x is a man", where "there exists''"'' is a quantifier, while ''x'' is a variable. This distinguishes it from propositional logic, which does not use quantifiers or relations; in this sense, propositional logic is the foundation of first-order logic. A theory about a topic is usually a first-order logic together with a specified domain of discourse (over which the quantified variables range), finitely many functions from that domain to itself, finitely many predicates defined on that domain, and a set of ax ...
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Congestion Game
Congestion games are a class of games in game theory first proposed by American economist Robert W. Rosenthal in 1973. In a congestion game the payoff of each player depends on the resources it chooses and the number of players choosing the same resource. Congestion games are a special case of potential games. Rosenthal proved that any congestion game is a potential game and Monderer and Shapley (1996) proved the converse: for any potential game, there is a congestion game with the same potential function. Motivation Consider a traffic net where two players originate at point O and need to get to point T. Suppose that node O is connected to node T via connection points A and B, where A is a little closer than B (i.e. A is more likely to be chosen by each player). However, both connection points get easily congested, meaning the more players pass through a point the greater the delay of each player becomes, so having both players go through the same connection point causes extra ...
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Succinct Game
In algorithmic game theory, a succinct game or a succinctly representable game is a game which may be represented in a size much smaller than its normal form representation. Without placing constraints on player utilities, describing a game of n players, each facing s strategies, requires listing ns^n utility values. Even trivial algorithms are capable of finding a Nash equilibrium in a time polynomial in the length of such a large input. A succinct game is of ''polynomial type'' if in a game represented by a string of length ''n'' the number of players, as well as the number of strategies of each player, is bounded by a polynomial in ''n'' (a formal definition, describing succinct games as a computational problem, is given by Papadimitriou & Roughgarden 2008). Types of succinct games Graphical games Graphical games are games in which the utilities of each player depends on the actions of very few other players. If d is the greatest number of players by whose actions any si ...
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Cooperative Game Theory
In game theory, a cooperative game (or coalitional game) is a game with competition between groups of Player (game), players ("coalitions") due to the possibility of external enforcement of cooperative behavior (e.g. through contract law). Those are opposed to non-cooperative games in which there is either no possibility to forge alliances or all agreements need to be Self-enforcing agreement, self-enforcing (e.g. through credible threats). Cooperative games are often analysed through the framework of cooperative game theory, which focuses on predicting which coalitions will form, the joint actions that groups take and the resulting collective payoffs. It is opposed to the traditional Non-cooperative game, non-cooperative game theory which focuses on predicting individual players' actions and payoffs and analyzing Nash equilibria. Cooperative game theory provides a high-level approach as it only describes the structure, strategies and payoffs of coalitions, whereas non-cooperativ ...
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Normal-form Game
In game theory, normal form is a description of a ''game''. Unlike extensive form, normal-form representations are not graphical ''per se'', but rather represent the game by way of a matrix. While this approach can be of greater use in identifying strictly dominated strategies and Nash equilibria, some information is lost as compared to extensive-form representations. The normal-form representation of a game includes all perceptible and conceivable strategies, and their corresponding payoffs, for each player. In static games of complete, perfect information, a normal-form representation of a game is a specification of players' strategy spaces and payoff functions. A strategy space for a player is the set of all strategies available to that player, whereas a strategy is a complete plan of action for every stage of the game, regardless of whether that stage actually arises in play. A payoff function for a player is a mapping from the cross-product of players' strategy spaces to that ...
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Extensive-form Game
An extensive-form game is a specification of a game in game theory, allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as " moves by nature". Finite extensive-form games Some authors, particularly in introductory textbooks, initially define the extensive-form game as being just a game tree with payoffs (no imperfect or incomplete information), and add the other elements in subsequent chapters as refinements. Whereas the rest of this article follows this gentle approach with motivating examples, we present upfront the finite extensive-form games as (ultimately) constructed here. This ...
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