AutoGT: Automatic Generation of Game Trees for Algorithm Benchmarking

Game tree search algorithms play a vital role in application of computational and artificial intelligence methods in games and sequential combinatorial optimization problems. This paper addresses the need for robust and comprehensive benchmarking of these algorithms through the procedural generation of benchmarks. We introduce a novel game tree generator AutoGT built upon the idea of top-down propagation of various game parameters. Thanks to its extensive parameterization, AutoGT enables researchers to evaluate their methods on virtually unlimited number of unique benchmarks. To demonstrate the efficacy and usefulness of the generator, we present comparative results of several standard game-playing algorithms: a game theory optimal player (GTO), a player making moves according to a uniform random distribution, and a few variants of Monte Carlo Tree Search (MCTS) based players. Our findings indicate that for a given set of benchmark parameters, the results are repeatable with low deviation. However, when testing across various parameter settings, the performance becomes more diverse, allowing for a broader and more detailed assessment of the algorithms. The paper includes a link to the full code of AutoGT benchmark generation method.

Authors

Institutions

Publication Details

Journal
IEEE Transactions on Games
Published
2025-05-05
DOI
https://doi.org/10.1109/tg.2025.3566891
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

AutoGT: Automatic Generation of Game Trees for Algorithm Benchmarking

Jan Karwowski, Jacek Mańdziuk, Maciej Świechowski
IEEE Transactions on Games
Artificial Intelligence in Games
article

AutoGT: Automatic Generation of Game Trees for Algorithm Benchmarking

Jan Karwowski, Jacek Mańdziuk, Maciej Świechowski
article en

Abstract

Game tree search algorithms play a vital role in application of computational and artificial intelligence methods in games and sequential combinatorial optimization problems. This paper addresses the need for robust and comprehensive benchmarking of these algorithms through the procedural generation of benchmarks. We introduce a novel game tree generator AutoGT built upon the idea of top-down propagation of various game parameters. Thanks to its extensive parameterization, AutoGT enables researchers to evaluate their methods on virtually unlimited number of unique benchmarks. To demonstrate the efficacy and usefulness of the generator, we present comparative results of several standard game-playing algorithms: a game theory optimal player (GTO), a player making moves according to a uniform random distribution, and a few variants of Monte Carlo Tree Search (MCTS) based players. Our findings indicate that for a given set of benchmark parameters, the results are repeatable with low deviation. However, when testing across various parameter settings, the performance becomes more diverse, allowing for a broader and more detailed assessment of the algorithms. The paper includes a link to the full code of AutoGT benchmark generation method.

IEEE Transactions on GamesVol. 17(4)
Warsaw University of Technology (PL), University of Warsaw (PL)
Openalex Percentile: Top 96%
Artificial Intelligence in Games
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.