Opening — Why this matters now
The AI world is rediscovering an old truth: when agents learn to play many games, they learn to reason. General Game Playing (GGP) has long promised this—training systems that can pick up unfamiliar environments, interpret rules, and adapt. Elegant in theory, painfully slow in practice.
The new Regular Games (RG) formalism aims to change that. It proposes a simple idea wrapped in an almost provocatively pragmatic design: make games run fast again. And for anyone building AI agents or simulations—from RL researchers to automation developers—the implications ripple far beyond board games.
Background — Context and prior art
For nearly two decades, GGP’s history has been dominated by two extremes:
| System | Strength | Weakness |
|---|---|---|
| GDL / GDL-II | Universal, logic-clean | Slow, logic resolution bottlenecks |
| Ludii | Rich, expressive, concept-heavy | Huge keyword set, Java-tied, complex |
| Regular Boardgames (RBG) | Extremely fast, compiled | Not fully general, verbose, no imperfect information |
The field needed something universal and efficient—without becoming a language zoo.
That’s where Regular Games steps in with a hybrid philosophy: minimal core, maximal extensibility.
Analysis — What the paper actually does
Regular Games introduces:
1. A low-level language built on NFAs
Instead of representing rules as logic clauses or bloated expressions, RG describes the entire game as a finite automaton. Every move is just a labeled walk over the graph.
Surprisingly, this is enough to encode any finite turn-based game with imperfect information and randomness. The result is both:
- more succinct than regex-based formalisms (like RBG), and
- more machine-friendly than logic-based ones (like GDL).
2. High-level Regular Games (HRG)
Because no human wants to write an NFA by hand, HRG offers:
- declarative structures
- numeric ranges
- pattern matching
- block-style graphs
All transpiled down into the minimal RG automaton.
3. A multi-language ecosystem
RG isn’t a language; it’s an assembly layer for game systems. It supports:
- RBG → RG automatic translation
- GDL → RG (experimental)
- domain-specific frameworks (e.g., Alquerque-like generators)
- visualization, IDE, debugger, optimizer, benchmarking tools
4. Aggressive optimization passes
The pipeline runs transformations such as:
- constant propagation
- inlining
- reachability analysis
- skipping redundant tags
- automaton node/edge pruning
Some games see 70% reductions in automaton size. For many workloads, that’s the difference between “can test 3 RL agents” and “can test 3000 episodes per hour”.
Findings — Results visualized
The headline result is straightforward:
RG routinely outperforms Ludii and RBG. Often by 10× or more.
Below is a simplified comparison of Monte Carlo playouts per second:
| Game | RG (HRG) | RBG | Ludii |
|---|---|---|---|
| Alquerque (lud) | 24,871 | 15,962 | 1,981 |
| Amazons | 6,226 | 3,693 | — |
| Connect Four | 1,297,176 | 914,514 | 55,858 |
| Yavalath | 415,251 | 352,910 | 93,642 |
And here’s the ecosystem advantage:
| Feature | RG | Ludii | RBG |
|---|---|---|---|
| Imperfect info | ✔︎ | ✔︎ | ✘ |
| Randomness | ✔︎ | ✔︎ | Limited |
| C++ compilation | ✔︎ | ✘ | ✔︎ |
| High-level DSL | ✔︎ HRG | ✔︎ Ludemes | ✘ |
| Multi-language ingestion | ✔︎ GDL, RBG | ✘ | ✘ |
| IDE with LSP | ✔︎ | ✔︎ | ✘ |
The tone of the results is unmistakable: RG behaves like a practical unification layer, not a competing silo.
Implications — Why this matters for automation and AI
RG’s design has consequences far outside game-playing competitions:
1. Fast simulations = better agents
RL pipelines thrive on throughput. If a formalism runs 10×–20× faster, model training benefits immediately. In business automation, this translates into:
- faster A/B evaluations of agent policies
- richer simulation environments
- more realistic multi-agent testing
2. A general-purpose engine for procedural environments
Because RG can consume GDL, RBG, HRG, or domain-specific formats, it behaves like LLVM for games. You build the frontend; RG handles correctness and speed.
3. Imperfect information is a first-class citizen
This makes RG useful for:
- card-game simulators
- negotiation agents
- security protocol testing
- supply-chain or multi-party workflows in enterprise AI
4. Deterministic keeper logic simplifies system events
The system-managed “keeper” player is an elegant abstraction for background operations—essentially a native “system agent”.
It looks suspiciously like the missing piece in agentic workflow simulations—something Cognaptus’ automation stack could readily exploit.
Conclusion — The verdict
Regular Games delivers what GGP has lacked for years: simplicity, universality, and speed. By grounding rules in automata rather than logic or massive DSLs, RG offers a refreshing reminder that minimalism can scale.
For AI researchers, automation architects, and simulation designers, RG is more than another niche language. It’s a fast, composable substrate—a foundation for any system that needs agents to explore, reason, or compete.
Cognaptus: Automate the Present, Incubate the Future.