AiAi is a Java-based general game playing engine based on Mogal (a GGP designed and developed by Stephen Tavener and Cameron Browne). Games can be hand-coded in Java (for efficiency), or assembled from blocks using a scripting language based on JSON.
AiAi allows you to play games against a variety of AIs, mostly variations of MCTS (Monte Carlo tree search). It also contains analysis tools for game authoring; though these are more for my benefit than anyone else’s at present!
AiAi is still very much in a state of flux, and rather lacking in documentation at present but I will link documentation here as I write it! Questions and comments welcome, and may well encourage me to write more!
I have added some threads to BGG for announcements, suggestions, and bug reports:
Announcements – subscribe to this thread to be notified when I update Ai Ai
Suggestions – any suggestions for improvements/new features should go here
Bug Reports – find a bug? Report it here. I will probably ask you for a save game file if it is a problem with a specific game.
FAQ – living FAQ; I will update the top post with questions and answers.
The latest version of AiAi will always be available here:
(Last update: 24th aDecember 2016 – Merry Christmas!)
A partial list of games available in AiAi is as follows (most recent first):
Aboyne by Paul Sijben
Cation + Rhode + Squer (all by Luis Mures)
Chain Lightning by Andrew Juell
Cheaoss by Stephen Tavener
Hong by Néstor Romeral Andrés
Santorini by Gord!
Distrify by David Stoner
Glaisher by Ken Shoda
Majorities by Bill Taylor
DuploHex by José Manuel Astilleros García-Monge
Snowpaque by Stephen Tavener – Merry Christmas!
Dots and Boxes by François Edouard Anatole Lucas
Susan by Stephen Linhart
Ecalper by Matteo Perlini
Carnivore by Nick Bentley
Catchup/Ketchup by Nick Bentley
Shibumi games Splice, Spline, Spline+ by Néstor Romeral Andrés
Yavalanchor by Néstor Romeral Andrés
Vault by Néstor Romeral Andrés
Merx by Stephen Tavener – work in progress, feedback appreciated!
Veletas by Luis Bolaños Mures
Regatta by Martijn Althuizen
Yonmoque by Mitsuo Yamamoto
Tixel by Martijn Althuizen
Tix by Martijn Althuizen
Gonnect by João Neto
Go (several variants)
Gess by Archimedeans Mathematics Society
Crosshairs by Stephen Tavener
Squava by Néstor Romeral Andrés
Rapid Cooling/Accretion family – six games by Stephen Tavener I haven’t decided if any of them is very good yet. Feedback very much appreciated!
Robots by Ken Arnold – this is a puzzle (1p) game
Close Doesn’t Count by Andrew Juell
Murus Gallicus by Phil Leduc
MultiShot by Rey Alicea
Stac by Daniel Isom
SUM ON by Markus Hagenauer
SNORT by Simon Norton (rediscovered and improved as Cats ‘N Dogs by Chris Huntoon)
Clobber by Michael H. Albert, J.P. Grossman and Richard Nowakowski
Connect 4 by Howard Wexler and Ned Strongin
Connect 6 by Professor I-Chen Wu
Cross by Cameron Browne
Delta by Erich Brunner
DHex by Néstor Romeral Andrés
Four by Stephen Tavener
Genius Loci by Stephen Tavener
Hex by Piet Hein and John Conway
inpHeXion by Masahiro Nakajima
Intercardinal series by Stephen Tavener
KnightLine by Stephen Tavener
Line Or Colour by Néstor Romeral Andrés
Lines of Action by Claude Soucie
LOT by Néstor Romeral Andrés
Martian Tic Tac Toe by Chris Goodwin
Morelli by Richard Moxham
Quantum Leap by Néstor Romeral Andrés
Reversi (authorship disputed, probably by Lewis Waterman or John W. Mollett)
Unfair by Stephen Tavener
Web of Flies by Stephen Tavener
Yavalath by Cameron Browne
Y by Ea Ea and Charles Titus
The first development guide (describing the MGL file format) is available here – very much a work in progress: