  This short paper describes an ongoing research project that requires the
automated self-play learning and evaluation of a large number of board games in
digital form. We describe the approach we are taking to determine relevant
features, for biasing MCTS playouts for arbitrary games played on arbitrary
geometries. Benefits of our approach include efficient implementation, the
potential to transfer learnt knowledge to new contexts, and the potential to
explain strategic knowledge embedded in features in human-comprehensible terms.
