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Time for another field trip. Not a
physical trip, but a virtual one. Rather

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than discussing new ideas and logic, we'll
be instead looking at an application of

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the ideas we've already seen. The
destination for our trip this time is the

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sub-field of artificial intelligence
called general game playing. As we shall,

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shall see, GGP is an interesting
application in its own right. It's

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intellectually engaging, and I think more
than a little fun. But it's more than

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that, It serves as an analogue for
applications of logic in other areas such

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as business and law and science and
engineering. And more fundamentally, it

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raises questions about the nature of
intelligence. And serves as a laboratory

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in which to evaluate competing approaches
to artifical intelligence. We'll return to

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these points a little later in the lesson.
For now let's just begin at the beginning.

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Playing strategy games like chess and
checkers, couples intellectual activity

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with competition. By playing games we can
exercise and improve our intellectual

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skills. The competition, that's
excitement, allows us to compare our

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skills to those of others. The same
motivation accounts for interest in

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computer game playing as a test bit for
artificial intelligence. Programs that

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think better should be able to win more
games. And so we can use competition as an

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evaluation technique for intelligent
systems. Unfortunately, building programs

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to play specific games has limited value
in AI. To begin with, specialized game

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players are very narrow. They can be good
at one thing but not another. Deep Blue,

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for example, may have beaten the world
chess champion, but has no clue at all how

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to play checkers and it cannot even check,
balance a checkbook. The second problem

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with specialized game playing systems is
that they do only part of the work. Most

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of the interesting analysis and design is
done in advance by their programmers. The

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systems themselves might just as well be
tele-operated. Well, all is not lost. Many

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believe that the idea of game playing can
be used to good effect, to inspire and

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evaluate good work in artificial
intelligence, but it requires moving more

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of the men-, mental work to the computer
itself. And, this can be done by focusing

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our attention on general game playing.
Gen-, general game players are systems

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able to play arbitrary strategy games
based solely on formal descriptions

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supplied at run time. In a typical general
game playing session, the players know

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nothing about the game in advance. Once
the game begins, they receive a game

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description and based solely on that
description they must figure out how to

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play the game legally and effectively.
Furthermore, they must deal with

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uncertainty about the actions of the other
players and resource bounds in the form of

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a game clock that limits their computation
time. Unlike specialized game players such

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as Deep Blue, general game players cannot
rely on algorithms designed in advance for

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specific games. General game playing
expertise must depend on intelligence on

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the part of the game player, and not just
intelligence of the programmer of the game

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player. In order to perform well, general
game players must incorporate multiple

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artificial intelligence technologies such
as knowledge representation, reasoning,

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learning and rational decision making.
Also, unlike generalized, specialized game

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players. General game players must be able
to play different kinds of games. They

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should be able to play simple games, like
Tic Tac Toe, and complex games like Chess.

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Games with simultaneous moves like
Diplomacy, and games of alternating play,

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like Risk. Games with complete information
or games with incomplete information for

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example Battleship. Games with different
numbers of players, Black swirl, Rubik's

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cube, Chess, Chinese Checkers. Games with
or without communication among the

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players, for example Bughouse chess. Zero
sum games and cooperative games. The

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various aspects to general game playing
and we need to address them all in order

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to understand the field. In this lesson,
we'll start by, discussing game

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description. Here as we shal l see logic
plays a key role as a language for writing

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game rules. Next, we'll discuss, game
management with the focus on use of

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technology to coordinate the play among
automated game players and possibly

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humans. We then sketch the main techniques
used in today's general game playing

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programs and we'll, we'll look at some of
the problems that have yet to be solved.

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Finally, we will close with some
philosophical remarks about general game

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playing and an overview of international
general game playing competition. before

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closing however, there are a couple of
introductory words worth mentioning.

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General game playing resembles a couple of
other disciplines. There are significant

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overlaps but there are also some important
differences. And it's worthwhile to keep

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these relationships in mind as we look at
the details of general game playing. Like

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general game theory traditional game
theory is concerned with games in general.

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However, game theory is primarily
concerned with the analysis of game trees.

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There's no concern for how these trees are
communicated to the players, or for how

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the descriptions are used. There's also
little concern for tradeoffs between

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deliberation and action. In general game
playing, the game tree is communicated at

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run time. Hence, there is an emphasis on
description, and use of this description.

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And by bringing game description into the
picture, there's a possibility of more

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refined notions of rationality. General
game playing also resembles the field of

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action planning. In fact, they're very
closely related. The inputs are the same,

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the state machine with initial states and
goal states. However, the purpose is

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slightly different. In the case of
planning, the objective is to create a

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plan that transforms the initial state
into a goal state. There's no execution

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environment and hence no concern for
deliberation, inaction, and interleaving

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of those activities. In general game
playing, the objective is to actually get

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the world into the goal state, to actually
execute the actions. The main differe nce

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is the presence in GGP of an execution
environment that allows the general game

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player to execute its plan. As a result,
players can interleave planning and

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execution. By so doing they can sometimes
solve problems that would be unsolvable by

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pre-planning alone, as we shall see.
