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arXiv:2506.00458

Reinforcement Learning for Hanabi

Hanabi has become a popular game for research when it comes to reinforcement learning (RL) as it is one of the few cooperative card games where you have incomplete knowledge of the entire environment, thus presenting a challenge for a RL agent. We explored different tabular and deep reinforcement learning algorithms to see which had the best performance both against an agent of the same type and also against other types of agents. We establish that certain agents played their highest scoring games against specific agents while others exhibited higher scores on average by adapting to the opposing agent's behavior. We attempted to quantify the conditions under which each algorithm provides the best advantage and identified the most interesting interactions between agents of different types. In the end, we found that temporal difference (TD) algorithms had better overall performance and balancing of play types compared to tabular agents. Specifically, tabular Expected SARSA and deep Q-Learning agents showed the best performance.

arXiv:2503.12349

SPIN-Bench: How Well Do LLMs Plan Strategically and Reason Socially?

Reasoning and strategic behavior in social interactions is a hallmark of intelligence. This form of reasoning is significantly more sophisticated than isolated planning or reasoning tasks in static settings (e.g., math problem solving). In this paper, we present Strategic Planning, Interaction, and Negotiation (SPIN-Bench), a new multi-domain evaluation designed to measure the intelligence of strategic planning and social reasoning. While many existing benchmarks focus on narrow planning or single-agent reasoning, SPIN-Bench combines classical PDDL tasks, competitive board games, cooperative card games, and multi-agent negotiation scenarios in one unified framework. The framework includes both a benchmark as well as an arena to simulate and evaluate the variety of social settings to test reasoning and strategic behavior of AI agents. We formulate the benchmark SPIN-Bench by systematically varying action spaces, state complexity, and the number of interacting agents to simulate a variety of social settings where success depends on not only methodical and step-wise decision making, but also conceptual inference of other (adversarial or cooperative) participants. Our experiments reveal that while contemporary LLMs handle basic fact retrieval and short-range planning reasonably well, they encounter significant performance bottlenecks in tasks requiring deep multi-hop reasoning over large state spaces and socially adept coordination under uncertainty. We envision SPIN-Bench as a catalyst for future research on robust multi-agent planning, social reasoning, and human--AI teaming. Project Website: https://spinbench.github.io/

arXiv:2503.08525

GTR: Guided Thought Reinforcement Prevents Thought Collapse in RL-based VLM Agent Training

Reinforcement learning with verifiable outcome rewards (RLVR) has effectively scaled up chain-of-thought (CoT) reasoning in large language models (LLMs). Yet, its efficacy in training vision-language model (VLM) agents for goal-directed action reasoning in visual environments is less established. This work investigates this problem through extensive experiments on complex card games, such as 24 points, and embodied tasks from ALFWorld. We find that when rewards are based solely on action outcomes, RL fails to incentivize CoT reasoning in VLMs, instead leading to a phenomenon we termed thought collapse, characterized by a rapid loss of diversity in the agent's thoughts, state-irrelevant and incomplete reasoning, and subsequent invalid actions, resulting in negative rewards. To counteract thought collapse, we highlight the necessity of process guidance and propose an automated corrector that evaluates and refines the agent's reasoning at each RL step. This simple and scalable GTR (Guided Thought Reinforcement) framework trains reasoning and action simultaneously without the need for dense, per-step human labeling. Our experiments demonstrate that GTR significantly enhances the performance and generalization of the LLaVA-7b model across various visual environments, achieving 3-5 times higher task success rates compared to SoTA models with notably smaller model sizes.

arXiv:2503.06514

GFlowVLM: Enhancing Multi-step Reasoning in Vision-Language Models with Generative Flow Networks

Vision-Language Models (VLMs) have recently shown promising advancements in sequential decision-making tasks through task-specific fine-tuning. However, common fine-tuning methods, such as Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) techniques like Proximal Policy Optimization (PPO), present notable limitations: SFT assumes Independent and Identically Distributed (IID) data, while PPO focuses on maximizing cumulative rewards. These limitations often restrict solution diversity and hinder generalization in multi-step reasoning tasks. To address these challenges, we introduce a novel framework, GFlowVLM, a framework that fine-tune VLMs using Generative Flow Networks (GFlowNets) to promote generation of diverse solutions for complex reasoning tasks. GFlowVLM models the environment as a non-Markovian decision process, allowing it to capture long-term dependencies essential for real-world applications. It takes observations and task descriptions as inputs to prompt chain-of-thought (CoT) reasoning which subsequently guides action selection. We use task based rewards to fine-tune VLM with GFlowNets. This approach enables VLMs to outperform prior fine-tuning methods, including SFT and RL. Empirical results demonstrate the effectiveness of GFlowVLM on complex tasks such as card games (NumberLine, BlackJack) and embodied planning tasks (ALFWorld), showing enhanced training efficiency, solution diversity, and stronger generalization capabilities across both in-distribution and out-of-distribution scenarios.

arXiv:2502.07128

Cardiverse: Harnessing LLMs for Novel Card Game Prototyping

The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these processes. However, it remains challenging for LLMs to design novel game mechanics beyond existing databases, generate consistent gameplay environments, and develop scalable gameplay AI for large-scale evaluations. This paper addresses these challenges by introducing a comprehensive automated card game prototyping framework. The approach highlights a graph-based indexing method for generating novel game designs, an LLM-driven system for consistent game code generation validated by gameplay records, and a gameplay AI constructing method that uses an ensemble of LLM-generated action-value functions optimized through self-play. These contributions aim to accelerate card game prototyping, reduce human labor, and lower barriers to entry for game developers.

arXiv:2410.19681공식 코드 · Papers with Code

Optimizing Hearthstone Agents using an Evolutionary Algorithm

Digital collectible card games are not only a growing part of the video game industry, but also an interesting research area for the field of computational intelligence. This game genre allows researchers to deal with hidden information, uncertainty and planning, among other aspects. This paper proposes the use of evolutionary algorithms (EAs) to develop agents who play a card game, Hearthstone, by optimizing a data-driven decision-making mechanism that takes into account all the elements currently in play. Agents feature self-learning by means of a competitive coevolutionary training approach, whereby no external sparring element defined by the user is required for the optimization process. One of the agents developed through the proposed approach was runner-up (best 6%) in an international Hearthstone Artificial Intelligence (AI) competition. Our proposal performed remarkably well, even when it faced state-of-the-art techniques that attempted to take into account future game states, such as Monte-Carlo Tree search. This outcome shows how evolutionary computation could represent a considerable advantage in developing AIs for collectible card games such as Hearthstone.

arXiv:2410.06299

A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective

Collectible card games are challenging, widely played games that have received increasing attention from the AI research community in recent years. Despite important breakthroughs, the field still poses many unresolved challenges. This work aims to help further research on the genre by proposing a taxonomy of collectible card games by analyzing their rules, mechanics, and game modes from the perspective of game-playing AI research. To achieve this, we studied a set of popular games and provided a thorough discussion about their characteristics.

arXiv:2408.17180공식 코드 · Papers with Code

Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance Analysis

How can balance be quantified in game settings? This question is crucial for game designers, especially in player-versus-player (PvP) games, where analyzing the strength relations among predefined team compositions-such as hero combinations in multiplayer online battle arena (MOBA) games or decks in card games-is essential for enhancing gameplay and achieving balance. We have developed two advanced measures that extend beyond the simplistic win rate to quantify balance in zero-sum competitive scenarios. These measures are derived from win value estimations, which employ strength rating approximations via the Bradley-Terry model and counter relationship approximations via vector quantization, significantly reducing the computational complexity associated with traditional win value estimations. Throughout the learning process of these models, we identify useful categories of compositions and pinpoint their counter relationships, aligning with the experiences of human players without requiring specific game knowledge. Our methodology hinges on a simple technique to enhance codebook utilization in discrete representation with a deterministic vector quantization process for an extremely small state space. Our framework has been validated in popular online games, including Age of Empires II, Hearthstone, Brawl Stars, and League of Legends. The accuracy of the observed strength relations in these games is comparable to traditional pairwise win value predictions, while also offering a more manageable complexity for analysis. Ultimately, our findings contribute to a deeper understanding of PvP game dynamics and present a methodology that significantly improves game balance evaluation and design.

arXiv:2407.10279공식 코드 · Papers with Code

AlphaDou: High-Performance End-to-End Doudizhu AI Integrating Bidding

Artificial intelligence for card games has long been a popular topic in AI research. In recent years, complex card games like Mahjong and Texas Hold'em have been solved, with corresponding AI programs reaching the level of human experts. However, the game of Doudizhu presents significant challenges due to its vast state/action space and unique characteristics involving reasoning about competition and cooperation, making the game extremely difficult to solve.The RL model Douzero, trained using the Deep Monte Carlo algorithm framework, has shown excellent performance in Doudizhu. However, there are differences between its simplified game environment and the actual Doudizhu environment, and its performance is still a considerable distance from that of human experts. This paper modifies the Deep Monte Carlo algorithm framework by using reinforcement learning to obtain a neural network that simultaneously estimates win rates and expectations. The action space is pruned using expectations, and strategies are generated based on win rates. The modified algorithm enables the AI to perform the full range of tasks in the Doudizhu game, including bidding and cardplay. The model was trained in a actual Doudizhu environment and achieved state-of-the-art performance among publicly available models. We hope that this new framework will provide valuable insights for AI development in other bidding-based games.

arXiv:2407.05898

Contrastive Learning of Preferences with a Contextual InfoNCE Loss

A common problem in contextual preference ranking is that a single preferred action is compared against several choices, thereby blowing up the complexity and skewing the preference distribution. In this work, we show how one can solve this problem via a suitable adaptation of the CLIP framework.This adaptation is not entirely straight-forward, because although the InfoNCE loss used by CLIP has achieved great success in computer vision and multi-modal domains, its batch-construction technique requires the ability to compare arbitrary items, and is not well-defined if one item has multiple positive associations in the same batch. We empirically demonstrate the utility of our adapted version of the InfoNCE loss in the domain of collectable card games, where we aim to learn an embedding space that captures the associations between single cards and whole card pools based on human selections. Such selection data only exists for restricted choices, thus generating concrete preferences of one item over a set of other items rather than a perfect fit between the card and the pool. Our results show that vanilla CLIP does not perform well due to the aforementioned intuitive issues. However, by adapting CLIP to the problem, we receive a model outperforming previous work trained with the triplet loss, while also alleviating problems associated with mining triplets.

arXiv:2407.05879

Learning With Generalised Card Representations for "Magic: The Gathering"

A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to the large card variety and highly complex semantics, as well as requiring meaningful card and deck representations when aiming to utilise AI. In addition, regular releases of new card sets lead to unforeseeable fluctuations in the available card pool, thus affecting possible deck configurations and requiring continuous updates. Previous Game AI approaches to building decks have often been limited to fixed sets of possible cards, which greatly limits their utility in practice. In this work, we explore possible card representations that generalise to unseen cards, thus greatly extending the real-world utility of AI-based deck building for the game "Magic: The Gathering".We study such representations based on numerical, nominal, and text-based features of cards, card images, and meta information about card usage from third-party services. Our results show that while the particular choice of generalised input representation has little effect on learning to predict human card selections among known cards, the performance on new, unseen cards can be greatly improved. Our generalised model is able to predict 55\% of human choices on completely unseen cards, thus showing a deep understanding of card quality and strategy.

arXiv:2406.17807공식 코드 · Papers with Code

Enhancing Commentary Strategies for Imperfect Information Card Games: A Study of Large Language Models in Guandan Commentary

Recent advancements in large language models (LLMs) have unlocked the potential for generating high-quality game commentary. However, producing insightful and engaging commentary for complex games with incomplete information remains a significant challenge. In this paper, we introduce a novel commentary method that combine Reinforcement Learning (RL) and LLMs, tailored specifically for the Chinese card game \textit{Guandan}. Our system leverages RL to generate intricate card-playing scenarios and employs LLMs to generate corresponding commentary text, effectively emulating the strategic analysis and narrative prowess of professional commentators. The framework comprises a state commentary guide, a Theory of Mind (ToM)-based strategy analyzer, and a style retrieval module, which seamlessly collaborate to deliver detailed and context-relevant game commentary in the Chinese language environment. We empower LLMs with ToM capabilities and refine both retrieval and information filtering mechanisms. This facilitates the generation of personalized commentary content. Our experimental results showcase the substantial enhancement in performance achieved by the proposed commentary framework when applied to open-source LLMs, surpassing the performance of GPT-4 across multiple evaluation metrics.

arXiv:2404.16689

Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents

While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in Hearthstone, one of the most popular collectible card games. Although artificial agents must be able to work with imperfect information in both of these genres, collectible card games pose another set of distinct challenges. Unlike in many poker variants, agents must deal with state space so vast that even enumerating all states consistent with the agent's beliefs is intractable, rendering the current search methods unusable and requiring the agents to opt for other techniques. In this paper, we investigate the strength of such techniques for this class of games. Namely, we present preliminary analysis results of ByteRL, the state-of-the-art agent in Legends of Code and Magic and Hearthstone. Although ByteRL beat a top-10 Hearthstone player from China, we show that its play in Legends of Code and Magic is highly exploitable.

arXiv:2404.13150

Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games

Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games. While state sampling techniques such as Perfect Information Monte Carlo (PIMC) search has shown success in these contexts, they still have major limitations. We present Generative Observation Monte Carlo Tree Search (GO-MCTS), which utilizes MCTS on observation sequences generated by a game specific model. This method performs the search within the observation space and advances the search using a model that depends solely on the agent's observations. Additionally, we demonstrate that transformers are well-suited as the generative model in this context, and we demonstrate a process for iteratively training the transformer via population-based self-play. The efficacy of GO-MCTS is demonstrated in various games of imperfect information, such as Hearts, Skat, and "The Crew: The Quest for Planet Nine," with promising results.

arXiv:2402.12348공식 코드 · Papers with Code

GTBench: Uncovering the Strategic Reasoning Limitations of LLMs via Game-Theoretic Evaluations

As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments through game-theoretic tasks, e.g., board and card games that require pure logic and strategic reasoning to compete with opponents. We first propose GTBench, a language-driven environment composing 10 widely recognized tasks, across a comprehensive game taxonomy: complete versus incomplete information, dynamic versus static, and probabilistic versus deterministic scenarios. Then, we (1) Characterize the game-theoretic reasoning of LLMs; and (2) Perform LLM-vs.-LLM competitions as reasoning evaluation. We observe that (1) LLMs have distinct behaviors regarding various gaming scenarios; for example, LLMs fail in complete and deterministic games yet they are competitive in probabilistic gaming scenarios; (2) Most open-source LLMs, e.g., CodeLlama-34b-Instruct and Llama-2-70b-chat, are less competitive than commercial LLMs, e.g., GPT-4, in complex games, yet the recently released Llama-3-70b-Instruct makes up for this shortcoming. In addition, code-pretraining greatly benefits strategic reasoning, while advanced reasoning methods such as Chain-of-Thought (CoT) and Tree-of-Thought (ToT) do not always help. We further characterize the game-theoretic properties of LLMs, such as equilibrium and Pareto Efficiency in repeated games. Detailed error profiles are provided for a better understanding of LLMs' behavior. We hope our research provides standardized protocols and serves as a foundation to spur further explorations in the strategic reasoning of LLMs.

arXiv:2312.02561공식 코드 · Papers with Code

DanZero+: Dominating the GuanDan Game through Reinforcement Learning

The utilization of artificial intelligence (AI) in card games has been a well-explored subject within AI research for an extensive period. Recent advancements have propelled AI programs to showcase expertise in intricate card games such as Mahjong, DouDizhu, and Texas Hold'em. In this work, we aim to develop an AI program for an exceptionally complex and popular card game called GuanDan. This game involves four players engaging in both competitive and cooperative play throughout a long process to upgrade their level, posing great challenges for AI due to its expansive state and action space, long episode length, and complex rules. Employing reinforcement learning techniques, specifically Deep Monte Carlo (DMC), and a distributed training framework, we first put forward an AI program named DanZero for this game. Evaluation against baseline AI programs based on heuristic rules highlights the outstanding performance of our bot. Besides, in order to further enhance the AI's capabilities, we apply policy-based reinforcement learning algorithm to GuanDan. To address the challenges arising from the huge action space, which will significantly impact the performance of policy-based algorithms, we adopt the pre-trained model to facilitate the training process and the achieved AI program manages to achieve a superior performance.

arXiv:2311.17305

Two-Step Reinforcement Learning for Multistage Strategy Card Game

In the realm of artificial intelligence and card games, this study introduces a two-step reinforcement learning (RL) strategy tailored for "The Lord of the Rings: The Card Game (LOTRCG)," a complex multistage strategy card game. This research diverges from conventional RL methods by adopting a phased learning approach, beginning with a foundational learning stage in a simplified version of the game and subsequently progressing to the complete, intricate game environment. This methodology notably enhances the AI agent's adaptability and performance in the face of LOTRCG's unpredictable and challenging nature. The paper also explores a multi-agent system, where distinct RL agents are employed for various decision-making aspects of the game. This approach has demonstrated a remarkable improvement in game outcomes, with the RL agents achieving a winrate of 78.5% across a set of 10,000 random games.

arXiv:2311.14651

History Filtering in Imperfect Information Games: Algorithms and Complexity

Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require subgame decomposition - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware. Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game Oh Hell. These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings.

arXiv:2309.17277공식 코드 · Papers with Code

Suspicion-Agent: Playing Imperfect Information Games with Theory of Mind Aware GPT-4

Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce \textbf{Suspicion-Agent}, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.

arXiv:2307.09905공식 코드 · Papers with Code

PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games

In recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention, even when they offer a range of unique challenges compared to video games. To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG). TAG contains a growing set of more than 20 modern tabletop games, with a common API for AI agents. We present techniques for training RL agents in these games and introduce baseline results after training Proximal Policy Optimisation algorithms on a subset of games. Finally, we discuss the unique challenges complex modern tabletop games provide, now open to RL research through PyTAG.