Polygamo Initial Release

Polygamo is a language compiler and general player for abstract games and puzzles. You can read more about it here.

The aim of Polygamo is to allow a human to play any general games and puzzles as long as there is a Game Description Language to describe them and a device to play them on.

The initial release is a Unity player with an implementation of the ZRF language. The project includes a games library, responsible for parsing the game description and providing the logic to play the game, an AI based on MCTS, a player for Unity, and a few sample games. This is just the first release, to get some feedback and gauge interest. More will follow.

This is open source software and it is free, in both senses. You are free to download it, free to use it or modify it and free to create games with it, at no charge. If you pass Polygamo or your games on to others you have to do so in exactly the same way: open source, free to use, free to modify and at no charge. For more details see Licence.

You can download Polygamo from Github here. You can submit issues there, or contact me through this web site.

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3 Responses to Polygamo Initial Release

  1. David,
    Congratulations and Big Thank You — my birthday’s tomorrow, ha!
    Just happened by zillionsofgames.com for the first time in years, and saw your announcement. Polygamo looks to be exactly what I’ve been wishing for.

    I’ve designed a few games (old rec.games.abstract, 2016 boardgamegeek) and now work in Beijing on smartphone/web-based original games with strong underlying models. For example, martial arts abstraction/simulation married to Unity3D graphics.

    I have a large back-log of abstracts I’d like to try, if only I can find time to learn ZRF (said shamefacedly). One is called Weilian (surround-connect), cute on a small hex board, tactical on a mid-sized board, and in many ways comparable to Go on a large board, with Hex flavors. Also a family of optional double-move games (aka dagger).

    Very best wishes, –Wm

    • david says:

      Thanks William, and happy birthday!

      ZRF is a challenging language, but very capable.
      Many games can be defined with little code, some take hundreds of lines. I’m also interested in how to improve the language, or whether other approaches would work better.
      Any ideas/thoughts/feedback most welcome.

  2. Thanks again!
    A nice language/app addition might be interface/support for reading/writing game logs/states. Then one has a general game browser/solver/publisher. I’d love to feed it e.g. Xiangqi classic literature in standard notation (that I romanized ~25 years ago) .

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