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Scalable Board Expansion within a General Game System

This thesis proposes a dynamic board expansion mechanism within a General Game System to automatically grow game boards during play, thereby eliminating the unnecessary complexity associated with traditional static, oversized boards.

Original authors: Clémentine Sacré

Published 2026-01-23
📖 4 min read☕ Coffee break read

Original authors: Clémentine Sacré

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are playing a game like Carcassonne, where you build a medieval landscape by snapping tiles together. In the real world, you just keep adding tiles to the table, and the map grows as big as you need it to be. There is no "edge" to the table; you just keep going.

However, the computer system used to play these games (called Ludii) was struggling with this concept. Here is the problem and the solution proposed in this paper, explained simply.

The Problem: The "Giant Blank Canvas" Trap

Imagine you want to paint a small flower on a canvas. But instead of giving you a small canvas, the computer forces you to use a massive, 40-foot-by-40-foot sheet of paper.

  • The Reality: You only paint a tiny flower in the middle.
  • The Computer's View: The computer has to remember every single inch of that giant 40-foot sheet, even though 99% of it is empty white space.
  • The Consequence: The computer gets tired and slow. It wastes energy calculating the empty corners of the giant sheet, leaving it with less brainpower to actually play the game or think of good moves.

In the paper, the author explains that Ludii was doing exactly this. It started every "boardless" game with a huge, fixed grid (like a 41x41 square) and hid the edges from the human player to make it look infinite. But the computer was still stuck calculating that massive, mostly empty grid.

The Solution: The "Magic Growing Tent"

The author, Clémentine Sacré, built a new system where the board isn't a giant fixed sheet. Instead, it's like a magic tent that only expands when you need it to.

The paper tests two main ways to grow this tent:

1. The "Perimeter" Strategy (The Bubble Wrap Method)

Imagine you have a small square of bubble wrap. Every time you place a tile on the edge, you don't just add one bubble; you wrap the entire square in a new layer of bubble wrap.

  • How it works: The board gets bigger all around at once.
  • Pros: It's very fast for the computer to calculate because the shape stays perfectly square.
  • Cons: If you only play on one side, you end up adding a lot of empty space on the other three sides that you might never use.

2. The "Zone" Strategy (The Puzzle Piece Method)

Imagine you are building a puzzle. You only add new puzzle pieces right next to the piece you just placed.

  • How it works: If you play on the edge, the computer only adds the immediate neighbors of that spot.
  • Pros: It creates the least amount of "wasted" empty space. The board stays compact.
  • Cons: It's harder for the computer to manage because the shape gets weird and irregular, requiring more complex math to keep track of where everything is.

The Results: Speeding Up the Game

The author tested these new methods against the old "Giant Canvas" method using three different games (Andantino, Bravalath, and Plotto) and different tile shapes (squares, hexagons, and triangles).

Here is what happened:

  • The Old Way: The computer could only do about 0.3 game simulations per second. It was moving in slow motion because it was carrying around that giant, empty board.
  • The New Way (Best Method): The "Perimeter" method with a specific mapping trick (called PERI-MAP) allowed the computer to do about 13 to 228 simulations per second.
  • The Takeaway: The new system made the computer roughly 25 times faster. It stopped wasting time on empty space and focused only on the area where the game was actually happening.

Why This Matters

This isn't just about making the computer faster; it's about making the game honest.

  • Before: The computer was forced to pretend the game was happening on a giant, finite board that didn't really exist.
  • Now: The computer can handle games that truly feel infinite, growing only as the players build them.

The paper concludes that while the "Zone" method (adding pieces only where needed) is the most efficient in terms of space, the "Perimeter" method (adding a full layer) is currently the fastest for the computer to process. By using this new system, the Ludii platform can now support complex, modern board games that were previously too difficult to simulate efficiently.

In short: The author replaced a giant, empty warehouse with a smart, expanding tent, allowing the computer to play board games 25 times faster and more accurately.

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