We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each case we take a 16-dimensional feature space, and reduce it to a 2-dimensional visualizable landscape. We find that a space obtained from optimization of parameters in Monte Carlo Tree Search (MCTS) is the most directly interpretable to characterise our set of games in terms of the relative importance of imperfect information, adversarial opponents and reward sparsity. These results do not correlate with a space defined using attributes of the game-tree. This dimensionality reduction does not show any general effect as the number of players. We therefore consider the question using the original features to classify the games into two sets; those for which the characteristics of the game changes significantly as the number of players changes, and those for which there is no such effect.
翻译:我们比较了四个不同的“游戏空间”,即它们对于多玩家桌面游戏特征的描述是否有用,对于游戏玩家数目的变化对游戏特性的任何基本变化特别感兴趣。在每种情况下,我们使用一个16维的特性空间,并将其缩小到可视觉化的2维景观。我们发现,从蒙特卡洛树搜索(MCTS)参数优化中获得的空间,是用不完善的信息、对抗对手和奖励的宽度等相对重要性来描述我们游戏的组合的最直接解释。这些结果与使用游戏树属性定义的空间无关。这种维度的缩小并不显示任何一般效果,作为玩家的数目。因此,我们考虑使用原始特性将游戏分为两组的问题;游戏的特性随着玩家数目的变化而发生重大变化,以及那些没有这种效果的游戏。