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Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…
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…
In 2015, Google's DeepMind announced an advancement in creating an autonomous agent based on deep reinforcement learning (DRL) that could beat a professional player in a series of 49 Atari games. However, the current manifestation of DRL is…
Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL,…
Card game AI has always been a hot topic in the research of artificial intelligence. In recent years, complex card games such as Mahjong, DouDizhu and Texas Hold'em have been solved and the corresponding AI programs have reached the level…
Accurately estimating human skill levels is crucial for designing effective human-AI interactions so that AI can provide appropriate challenges or guidance. In games where AI players have beaten top human professionals, strength estimation…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
In the domain of combat simulations in support of wargaming, the development of intelligent agents has predominantly been characterized by rule-based, scripted methodologies with deep reinforcement learning (RL) approaches only recently…
Monte Carlo Tree Search (MCTS) has been extended to many imperfect information games. However, due to the added complexity that uncertainty introduces, these adaptations have not reached the same level of practical success as their perfect…
We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview…
In this work, the trick-taking game Wizard with a separate bidding and playing phase is modeled by two interleaved partially observable Markov decision processes (POMDP). Deep Q-Networks (DQN) are used to empower self-improving agents,…
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all…
Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
Multi-agent reinforcement learning (MARL) is a prevalent learning paradigm for solving stochastic games. In most MARL studies, agents in a game are defined as teammates or enemies beforehand, and the relationships among the agents remain…
Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…
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…
The article presents the use of Monte Carlo Tree Search algorithms for the card game Lord of the Rings. The main challenge was the complexity of the game mechanics, in which each round consists of 5 decision stages and 2 random stages. To…