This paper describes a framework for explainable AI for chip and hex war games. We use this framework to discuss rule variations on the war game “Take That Hill.” For this game, we discuss the basic version and the variation with low-light conditions and examine how the strategy should change. We also discuss a game variation where the only objective is to minimize hits. This version has no distinctive winning and losing, but distinguishes between varying degrees of losing. Here, we look at the impact of changing game rules on choosing the best strategy. We also use the framework for the strategy game Othello and other specific small games for testing purposes.

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A Framework for Explainable AI in Wargames to Understand Strategies

  • Christoph Lürig,
  • Fabian Fell

摘要

This paper describes a framework for explainable AI for chip and hex war games. We use this framework to discuss rule variations on the war game “Take That Hill.” For this game, we discuss the basic version and the variation with low-light conditions and examine how the strategy should change. We also discuss a game variation where the only objective is to minimize hits. This version has no distinctive winning and losing, but distinguishes between varying degrees of losing. Here, we look at the impact of changing game rules on choosing the best strategy. We also use the framework for the strategy game Othello and other specific small games for testing purposes.