AI sheds mild on an historical gaming thriller

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Dr Matthew Stephenson, Flinders University

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Dr Matthew Stephenson, Senior Lecturer in Computer Science, College of Science and Engineering, Flinders University


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Credit: Flinders University

For the primary time, a global analysis crew has harnessed synthetic intelligence (AI) to decode the foundations of an historical board recreation, pioneering a brand new option to reveal long-lost historic secrets and techniques.

By analysing an engraved limestone object from the Roman Netherlands, the crew was in a position to decide possible recreation guidelines, primarily based on its distinctive markings

The new research revealed in Antiquity journal was led by Maastricht University (The Netherlands) and Leiden University (The Netherlands) with enter from Flinders University (South Australia), the Université Catholique de Louvain (Belgium) and The Roman Museum and restoration studio Restaura in Heerlen.

The object, present in what’s now Heerlen within the Netherlands, encompasses a sample of surprising intersecting traces that had puzzled archaeologists for many years.

Because most on a regular basis Roman video games have been drawn in mud or carved into wooden (supplies unlikely to outlive), this rigorously formed limestone piece supplied a uncommon alternative to analyze historical gameplay.

“The stone shows a geometric pattern and visible wear that are consistent with sliding game pieces across the surface, which point strongly to repeated play rather than another purpose,” says lead creator, Dr Walter Crist, an archaeologist at Leiden University who specialises in historical video games.

To decide whether or not the stone was a recreation board and the way it labored, the analysis crew used AI to simulate lots of of doable rule units, to see which produced the identical patterns of damage discovered on the article.

“The uneven wear along the carved lines raises a key question about whether AI‑driven simulated play could reproduce that same pattern,” says Dr Crist.

Using the AI-driven play system Ludii, the researchers made two AI brokers play in opposition to one another utilizing the article as a board, utilising rule units from many historical board video games documented in Europe, corresponding to haretavl from Scandinavia and gioco dell’orso from Italy.

Flinders University pc scientist, Dr Matthew Stephenson, says that utilizing trendy AI methods can bridge the hole between historic and computational research of video games.

“We ran the simulations repeatedly, adjusting rules each time to see which movements would cause the same concentrated friction seen on the original stone,” says Dr Stephenson, from Flinders’ College of Science and Engineering.

“The simulations pointed strongly to a type of strategy game known as a blocking game. In blocking games, players try to trap their opponent’s pieces by preventing movement rather than capturing them.”

Because blocking video games are scarcely documented earlier than the Middle Ages, the findings counsel such video games could have a deeper historical past than beforehand documented, while the examine additionally demonstrates the transformative potential of AI for archaeology.

“This is the first time that AI-driven simulated play has been used together with archaeological methods to identify a board game,” says Dr Crist.

“It offers archaeologists a promising new tool for understanding ancient games that don’t resemble those known from surviving texts or artworks.”

This work came about at Maastricht University and as a part of the Digital Ludeme Project in Europe, which used synthetic intelligence to supply extra dependable reconstructions of historical video games which might be believable each traditionally and mathematically.

By mixing archaeology, digital modelling and cultural historical past, the crew supplied a clearer understanding of an object that after appeared unexplainable.

“The success of this approach suggests that many other mysterious artefacts may hold hidden stories waiting to be uncovered with the help of modern technology,” says Dr Stephenson.

“It shows how AI can contribute to our understanding of materials that would otherwise be difficult to interpret.”

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The paper, Ludus Coriovalli: using artificial intelligence-driven simulations to identify rules for an ancient board game, by Walter Crist (Leiden University), Éric Piette (Université Catholique de Louvain), Karen Jeneson (Het Romeins Museum), Dennis J.N.J. Soemers (Maastricht University), Matthew Stephenson (Flinders University), Luk van Goor (Restauratieatelier Restaura) and Cameron Browne (Maastricht University), was revealed in Antiquity. DOI: 10.15184/aqy.2025.10264

Acknowledgements:This analysis was funded by the European Research Council as a part of Consolidator Grant #771292 ‘Digital Ludeme Project’. Computing sources have been supplied by the Dutch nationwide e-infrastructure with the assist of the SURF co-operative (EINF-3845 ‘Analysing Traditional Game Properties and Concepts’; EINF-4028 ‘Evaluation of Trained AIs for General Game Playing’), of the analysis programme Computing Time on National Computer Facilities (partly financed by the Nederlandse Organisatie voor Wetenschappelijk Onderzoek). Further dialogue of outcomes and functions have been made doable by European Cooperation in Science and Technology (COST) Action #CA22145 ‘Computational Techniques for Tabletop Games Heritage (GameTable)’. Open entry funding supplied by Leiden University.


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