AI sheds light on ancient board game mystery

The breakthrough that enabled a new form of unlocking past secrets using artificial intelligence (AI) was the first time an international research team utilized the code of an ancient board game and unlocked its secrets that have existed long before the new century.

The study of an engraved limestone object in the Roman Netherlands allowed the team to identify the probable game rules, depending on its specific markings.

A new study, which was published in the Antiquity journal, was directed by Maastricht University (The Netherlands) and Leiden University (The Netherlands) and contributed by Flinders University (South Australia), the Universite Catholique de Louvain (Belgium) and The Roman Museum and restoration studio Restaura in Heerlen.

The item, located in what is now Heerlen in the Netherlands, includes a design of bizarre crossing lines that for decades had bewildered archeologists.

Since majority of playing games in Roman world were drawn either in dust or in wood (where it was not likely to survive), this well-hewn limestone fragment provided a unique possibility of studying ancient rules.

The stone exhibits a pattern of geometric design and visible wear that are all conducive to sliding game pieces on its surface, a fact that highly suggests repeated play, and not an alternative use as to the stone, lead archaeologist, Dr Walter Crist, who is an archaeologist and ancient games expert.

In order to identify the type of game board the stone was and its functionality, the research team applied AI to run hundreds of potential rule sets, to identify which would generate identical patterns of wear on the object.

Can AI Recreate Simulated Play?

The fact that the carved lines are unevenly worn begs a major question regarding whether simulated play developed by AI can recreate the same pattern.

The researchers used the AI-driven play system Ludii to play two AI agents using the object as a board with rule sets of many of the board games in Europe recorded in the history, including haretavl of Scandinavia and gioco dell’orso of Italy.

Flinders University computer scientist Dr Matthew Stephenson states that it is possible to reconcile the historical and computational studies of games through the use of modern AI techniques.

The simulations were repeated, with the rules varied each time, to determine which movements would result in the same focused friction as in the original stone-surface, according to Dr Stephenson, of the Flinders College of Science and Engineering.

The simulations strongly indicated some form of strategy game called a blocking game. In the blocking games, the player attempts to put their opponent in check by denying them any movements instead of capturing the opponent.

Since there is very little written evidence of blocking games prior to the Middle Ages, the results indicate that blocking games may have a more ancient history than previously written up, whilst the work also proves the transformative power of AI in archeology.

Archaeological Approach

This is the first attempt, which employs AI-based simulated play along with the archaeological approach to recognize a board game, says Dr Crist.

It provides an archeologist with a way forward in study of ancient games not similar to those studied in surviving texts or art.

It was done at Maastricht University and as part of the Digital Ludeme Project in Europe which applied artificial intelligence to create more plausible reconstructions of ancient games both historically and mathematically.

The combination of archaeology, digital modelling and the history of cultures made the team give a better explanation of something that previously appeared to be inexplicable.

The success of this method of finding indicates that there are numerous other puzzling artefacts that could hold some concealed stories that can be uncovered by the use of modern technology, as per Dr Stephenson.

It demonstrates how AI can be used in our knowledge of materials that otherwise cannot be analyzed.

 

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