Extending Heuristic Knowledge Transfer for General Game Playing

General Game Playing (GGP) is a field of study in which artificial agents are required to compete in games whose rules are not known until runtime. Monte Carlo Tree Search (MCTS) is popular in this domain for its ability to quickly simulate many instances of a game and run in whatever time it is given. Heuristics may be used to guide these simulations, but since the game is not known in advance, a typical MCTS agent cannot know which heuristics are useful, and must expend precious time to discover them. However, an agent able to take advantage of prior knowledge from other games can do better. This paper extends our publication at the 2024 IEEE Conference on Games [1]. As in that paper, we present a technique for automatically transferring heuristic knowledge between distinct, but similar, games. We show that this leads to better performance in games within the GGP framework, especially when initialization time is short, and we show that negative transfer is possible to detect and avoid. Unique to this paper, we give experimental results for an alternate method of negative transfer protection, and explore the application of our methods to single-player games.

Authors

Institutions

Publication Details

Journal
IEEE Transactions on Games
Published
2025-01-01
DOI
https://doi.org/10.1109/tg.2025.3578435
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Extending Heuristic Knowledge Transfer for General Game Playing

Joshua D. A. Jung, Jesse Hoey
IEEE Transactions on Games
Educational Games and Gamification
article

Extending Heuristic Knowledge Transfer for General Game Playing

Joshua D. A. Jung, Jesse Hoey
article en

Abstract

General Game Playing (GGP) is a field of study in which artificial agents are required to compete in games whose rules are not known until runtime. Monte Carlo Tree Search (MCTS) is popular in this domain for its ability to quickly simulate many instances of a game and run in whatever time it is given. Heuristics may be used to guide these simulations, but since the game is not known in advance, a typical MCTS agent cannot know which heuristics are useful, and must expend precious time to discover them. However, an agent able to take advantage of prior knowledge from other games can do better. This paper extends our publication at the 2024 IEEE Conference on Games [1]. As in that paper, we present a technique for automatically transferring heuristic knowledge between distinct, but similar, games. We show that this leads to better performance in games within the GGP framework, especially when initialization time is short, and we show that negative transfer is possible to detect and avoid. Unique to this paper, we give experimental results for an alternate method of negative transfer protection, and explore the application of our methods to single-player games.

IEEE Transactions on Games
University of Waterloo (CA)
Openalex Percentile: Top 87%
Educational Games and Gamification
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.

Extending Heuristic Knowledge Transfer for General Game Playing — Joshua D. A. Jung, Jesse Hoey · IEEE Transactions on Games (2025) | TGRS Research Map | TGRS