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arxiv: 1906.09627 · v1 · pith:443NIF3Qnew · submitted 2019-06-23 · 💻 cs.AI · cs.LG

Inductive general game playing

Pith reviewed 2026-05-25 17:45 UTC · model grok-4.3

classification 💻 cs.AI cs.LG
keywords inductive general game playinginductive logic programminggame rule inductionlearning from tracesrelational learning benchmarkGGP inversion
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The pith

Inductive general game playing inverts the GGP task so that a learner must recover game rules from traces alone.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The paper defines inductive general game playing as the problem of inducing the rules of an unseen game from traces of play. It supplies an automatic generator that converts any GGP game into an IGGP task and releases a benchmark of 50 such tasks drawn from games including Sudoku, Sokoban and Checkers. When existing inductive logic programming systems are run on the benchmark, none recovers correct rules for most of the games; the strongest system succeeds on only 40 percent of the tasks. The authors note that new GGP games appear each year, so the IGGP collection can grow automatically. The results indicate that current ILP methods encounter systematic difficulties when the target theory must explain full game dynamics from partial observations.

Core claim

The central discovery is that the IGGP problem, obtained by reversing the GGP protocol, cannot be solved correctly by existing ILP systems on the majority of 50 automatically generated tasks. The best system recovers perfect rules for only 40 percent of the games, while most games remain unsolved.

What carries the argument

The automatic IGGP task generator that converts any GGP game description into a set of positive and negative game traces together with background knowledge, thereby producing the 50-game benchmark.

If this is right

  • IGGP supplies a growing collection of relational learning problems whose difficulty scales with the annual GGP competition.
  • Any ILP advance that improves performance on the benchmark directly advances the ability to learn game rules from demonstration traces.
  • Because each task is derived from an existing GGP game, the same rule set can be used both for induction and for subsequent play evaluation.
  • The 40 percent ceiling shows that standard ILP bias and search strategies are insufficient for theories that must capture turn-based dynamics and win conditions.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • Systems that combine ILP with explicit search or planning modules may be needed to handle the long-horizon consistency required by full game rules.
  • The same generator could be applied to other domains where an agent must recover transition rules from observed trajectories, such as robotics or process mining.
  • If the benchmark grows, it offers a natural testbed for measuring progress in learning from partial observations without hand-crafted background knowledge.

Load-bearing premise

The generated traces contain sufficient information and lack systematic biases that would prevent even an ideal learner from recovering the correct rules.

What would settle it

A single run of any ILP system on the released 50-game dataset that returns correct rules for more than 40 percent of the games would falsify the empirical claim.

read the original abstract

General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to inductive general game playing (IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such as Sudoku, Sokoban, and Checkers. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

2 major / 2 minor

Summary. The paper inverts the GGP competition by defining the IGGP problem: given game traces generated from unknown logic-program rules, learn the rules. It describes an automatic procedure to generate IGGP tasks from existing GGP games, releases a dataset of traces from 50 games (Sudoku, Sokoban, Checkers, etc.), and reports an empirical evaluation in which off-the-shelf ILP systems are applied to the tasks; the best system solves only 40 % of tasks perfectly. The authors conclude that IGGP exposes limitations of current ILP methods and that the dataset will grow with future GGP games.

Significance. If the generated tasks are verifiably solvable by the original rules and the traces supply sufficient positive/negative examples, the 40 % figure would constitute a concrete, extensible benchmark that isolates relational induction difficulties beyond toy domains. The automatic generation pipeline and the promise of perpetual growth with the GGP competition are genuine strengths.

major comments (2)
  1. [IGGP task generation section] § describing the IGGP task generation procedure: the central empirical claim (best ILP system solves 40 % perfectly) presupposes that each generated task is solvable in principle, i.e., that the original GGP rules achieve perfect fit on the supplied traces and that the traces distinguish the target theory from alternatives. No verification of this property (coverage of state transitions, action preconditions, or negative examples) is reported; without it the 40 % result cannot be attributed to ILP limitations rather than benchmark construction.
  2. [Evaluation section] Evaluation section: the abstract states an empirical result (40 % perfect solutions) yet supplies no details on which ILP systems were tested, how traces were split into training/test, error bars across games, or failure modes (e.g., timeouts, memory exhaustion, or incorrect but consistent hypotheses). These omissions make the headline number impossible to interpret or reproduce.
minor comments (2)
  1. The paper should explicitly list the ILP systems, their parameter settings, and the exact success criterion (perfect reconstruction of all rules vs. partial correctness).
  2. Clarify whether the 50-game dataset is released with the paper and, if so, provide a persistent URL or repository reference.

Simulated Author's Rebuttal

2 responses · 0 unresolved

We thank the referee for their thorough review and constructive comments on our paper. We address each of the major comments below.

read point-by-point responses
  1. Referee: [IGGP task generation section] § describing the IGGP task generation procedure: the central empirical claim (best ILP system solves 40 % perfectly) presupposes that each generated task is solvable in principle, i.e., that the original GGP rules achieve perfect fit on the supplied traces and that the traces distinguish the target theory from alternatives. No verification of this property (coverage of state transitions, action preconditions, or negative examples) is reported; without it the 40 % result cannot be attributed to ILP limitations rather than benchmark construction.

    Authors: We agree that explicit verification of the solvability of each IGGP task by the original rules is crucial for validating the benchmark. While the tasks are automatically generated from the GGP rules, ensuring that the traces provide sufficient positive and negative examples and that the rules achieve perfect coverage was not explicitly demonstrated in the manuscript. We will revise the IGGP task generation section to include such verification, for example by reporting the accuracy of the original rules on the generated traces for all 50 games. This will strengthen the claim that the results reflect limitations of ILP systems. revision: yes

  2. Referee: [Evaluation section] Evaluation section: the abstract states an empirical result (40 % perfect solutions) yet supplies no details on which ILP systems were tested, how traces were split into training/test, error bars across games, or failure modes (e.g., timeouts, memory exhaustion, or incorrect but consistent hypotheses). These omissions make the headline number impossible to interpret or reproduce.

    Authors: We acknowledge the lack of detail in the evaluation section regarding the experimental setup. The manuscript mentions the best performing system but does not provide the full list of tested systems, the precise train/test splits used for the traces, statistical measures such as error bars, or breakdowns of failure cases. We will expand the evaluation section to include these details, ensuring the results are reproducible and the 40% figure can be properly interpreted. This revision will address the concerns about interpretability. revision: yes

Circularity Check

0 steps flagged

No circularity: empirical evaluation on externally generated tasks

full rationale

The paper introduces an automatic procedure to generate IGGP tasks directly from existing GGP games (whose rules are known independently) and then measures the performance of off-the-shelf ILP systems on the resulting dataset. The headline result (best system solves 40% perfectly) is a direct empirical measurement on these new tasks; it does not reduce to any fitted parameter, self-definition, or self-citation chain. The generation step ensures consistency between traces and original rules by construction, but the evaluation tests recovery by external systems and therefore supplies independent evidence. No load-bearing step matches any of the enumerated circularity patterns.

Axiom & Free-Parameter Ledger

0 free parameters · 1 axioms · 0 invented entities

The central claim rests on the domain assumption that game traces generated from GGP rules contain sufficient information for rule induction and that the chosen ILP systems constitute a fair test of current capability.

axioms (1)
  • domain assumption Game traces produced by GGP rule sets are informationally sufficient for an ideal learner to recover the original rules.
    Invoked when the paper treats failure to learn as a limitation of the ILP systems rather than a property of the traces.

pith-pipeline@v0.9.0 · 5804 in / 1314 out tokens · 31544 ms · 2026-05-25T17:45:01.755736+00:00 · methodology

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Forward citations

Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Logical reduction of metarules

    cs.LG 2019-07 conditional novelty 6.0

    Derivation reduction produces smaller equivalent metarule sets that outperform subsumption and entailment reductions on ILP tasks in accuracy and speed.

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