Thin ai — Research Notes

A plain-language log of what's been built, what works, what doesn't, and what's next.

Last updated: June 2026

What ThinAI Is

ThinAI is a system that learns to play arbitrary turn-based games from a natural-language description of the rules. It runs entirely on a single laptop — no cloud APIs, no pre-trained models, no GPU clusters. The system parses game rules into a structured format, generates evaluation features automatically, and learns through self-play.

The core question: can classical AI techniques (search, evaluation learning, structured representation) match or exceed what neural approaches do for game learning — at a fraction of the compute?

Architecture

Phase Status

PhaseDescriptionStatus
0Foundations — GDL design, stack, initial gamesdone
1Core learning — minimax, features, self-play trainingdone
2More games — Nim, Chutes & Ladders, benchmarksdone
3Corrections — rule revision, error detectiondone
4Metacognition — adaptive search, confidence, self-assessmentdone
5Card games — hidden information, 11 card games, sampling search, opponent modelingdone
6New game types — Hex, Backgammon, Wizard, Scrabble, Spades, race games, novel game pipelinedone
7Auto-discovery — feature auto-generation, luck detection, progressive depth, training transparencydone
8Visualization — 17 board components, SVG boards, commentary, parser reference~90%
9Generic mechanics — meld system, multi-phase turns, double deck, strategy hintsdone
10Polish — chess support, opponent modeling in training, partnership gamesplanned

Key Numbers

Recent Changes (June 2026)

Changes (May 27, 2026)

Changes (May 23, 2026)

Changes (May 21, 2026)

Known limitations in novel games

Games Implemented (22)

GameTypeTraining QualityNotes
ReversiFlankingstrongLearns corner strategy, mobility. Consistently good play.
Connect FourPlacementstrongHand-crafted features. Blocks threats, plays center.
CheckersMovementstrongCaptures, kings, advancement. Solid play.
HexTerritorydecentConnection progress + center control. Developing.
BackgammonRace + DicedecentPip advantage, blot safety. Depth-1 training (dice variance).
MancalaSowingstrongStore lead, captures, extra turns. Reliable.
HeartsTrick-takingdecentFollows suit, avoids points. Reasonable play.
WizardTrick-taking + BiddingdecentTrump + bidding. Learns to bid based on hand strength.
ScrabbleWord/TiledecentSimplified 9×9. Finds valid words, uses bonus squares.
Gin RummyCollectingdecentDeadwood, melds, knocking. Hidden information.
Five-Card DrawComparingdecentHand strength evaluation. Discard decisions.
UnoSheddingdecent~55% win rate. Mostly luck, some card management.
Crazy EightsSheddingdecentSimilar to Uno. Color/rank matching.
BlackjackComparingstrongHit/stand decisions. Learns basic strategy.
Go FishCollectingstrongNear-sets, pairs tracking. 70%+ win rate.
WarComparingluckPure luck. Detected and flagged automatically.
SpadesTrick-taking + BiddingdecentSpades always trump. 2-player with bidding. Shares UI with Wizard.
CanastaRummy/MeldingdecentDouble deck, multi-phase turns, wild cards, meld management, canasta bonuses.
CribbagePegging/ScoringdecentPegging toward 31, hand scoring (15s/pairs/runs/flush/nobs), crib, race to 121. Uses generic card scoring module.
Tic-Tac-ToePlacementdecentAuto-features. Learning against strong opponent.
NimTake-awaystrongPile balance, single-pile detection.
Chutes & LaddersRaceluckPure luck. Detected and flagged automatically.
Custom/Novel GamesVariousvariesParser-generated. Supports: placement, gravity drop, movement/capture with promotion, flanking, territory, card games, dice races. Auto-features + graduated opponent.

What Works Well

What Needs Work

Changes (May 20, 2026)

Changes (May 19, 2026)

Changes (May 18, 2026)

Game Categories and Coverage

Turn-based games fall into several structural categories. ThinAI's architecture can handle some natively and others with extensions. Here's where we are and where we're headed:

CategoryExamplesStatusCoverage
Placement — place pieces on a gridTic-Tac-Toe, Connect Four, Go, GomokuworksHandles any N-in-a-row or territory game
Flipping/Flanking — capture by surroundingReversi, OthelloworksFully supported
Movement/Capture — move pieces, capture opponentsCheckers, Chess, ShogipartialCheckers works; chess-level complexity is a stretch goal
Sowing/Mancala — distribute tokens around a trackMancala, Oware, KalahworksStandard mancala variants supported
Nim-like — remove items from pilesNim, Wythoff's, SproutsworksAny take-away game
Matching/Shedding — match cards, empty your handCrazy Eights, Uno, RummyworksColor/rank matching, action cards, melds
Collecting/Melding — gather sets, lay meldsGo Fish, Canasta, RummyworksSet detection, meld system with wilds, multi-phase turns, canasta bonuses
Comparing — compare hands for best rankPoker, Blackjack, WarworksHand ranking, hit/stand, draw/discard
Trick-taking — play cards to win tricksHearts, Wizard, Spades, BridgeworksHearts, Wizard, Spades (all with trump/bidding). Follow suit, trick resolution.
Auction/Bidding — bid resources for advantageBridge (bidding), Power GridpartialWizard has per-round bidding. Full auction mechanics planned.
Race — move pieces to finish lineChutes & Ladders, Backgammon, ParcheesiworksBackgammon, custom race games with forward/backward choice and bumping, luck detection
Territory — control areas of the boardGo, Hex, BlokuspartialHex works (7×7, connect sides). Go-level complexity is a stretch goal
Word/Tile — form words or patterns with tilesScrabble, BananagramsworksSimplified Scrabble: 9×9 board, ~2,700 word dictionary, bonus squares, cross-word scoring
Partnership — teams of players cooperateBridge, Tichu, EuchreplannedNeeds multi-agent cooperation model

Estimated coverage of popular games

Of the ~50 most commonly played tabletop/card games worldwide, ThinAI can represent roughly 85% with its existing game types. The remaining ~15% require partnership dynamics, real-time mechanics, or negotiation.

Technical Decisions

Why not neural networks?

Neural approaches like AlphaZero (DeepMind's game-playing system) and MuZero (its successor that learns without knowing the rules) need millions of training games and significant compute per game. They learn one game at a time and don't transfer knowledge between games. ThinAI's structured approach learns from rules, not just from playing, and transfers features across games via a shared game description format. The tradeoff: less raw playing strength, but vastly more sample-efficient and interpretable.

Why minimax instead of MCTS?

Minimax (a search algorithm that evaluates moves by assuming the opponent plays optimally) with alpha-beta pruning (a technique to skip branches that can't affect the outcome) is simpler, more predictable, and works well with learned evaluation functions. MCTS (Monte Carlo Tree Search — a probabilistic approach that samples random playouts) would be better for very high branching factor games like Go, but none of our current games require it. The evaluation function is the learning target — depth is just how far ahead we look.

Why JSON for GDL?

Machine-parseable, human-readable, and web-friendly. GDL (Game Description Language) is a formal way to describe game rules so a computer can understand them. Our version uses JSON: the parser converts English to JSON, the engine loads JSON, the frontend displays JSON. One format throughout. The tradeoff: JSON can't express truly arbitrary game logic — complex conditions need built-in functions.