Teaching Computers to Play So Long Sucker
A look at training bots in a strategy game of alliances and betrayal.
Medant Sharan, Chandranath Adak
― 6 min read
Table of Contents
So Long Sucker (SLS) is a bit like Monopoly, but instead of properties and hotels, you're dealing with alliances and betrayals. In this game, players form temporary partnerships, but just when you think you can trust someone, they might stab you in the back. Sounds fun, right?
Now, how do you teach a computer to play this tricky game? The answer lies in something called Deep Reinforcement Learning (DRL). Sounds fancy, but it’s really just a way to train computers to make decisions by rewarding them for good moves and punishing them for bad ones. Think of it like training a puppy, but instead of treats, we use numbers.
What is Reinforcement Learning?
Reinforcement Learning (RL) is a way for computers to learn from their actions. Imagine you're in a maze. Every time you make a right turn, you get a cookie (yum!). But if you hit a wall, you lose a cookie (sad). Over time, you learn which paths lead to more cookies.
In this setup, the computer is the player, and the game is the maze. It gets to interact with the game, learn the rules, and try to win by getting the most cookies-or in this case, points.
The Game of So Long Sucker
So Long Sucker is all about strategy. You have players who start with a certain number of chips (think of them as poker chips), and the goal is to be the last player standing. You place your chips on the board, and when you manage to place two of the same color in a row, you "capture" a pile of chips. But watch out! You might get eliminated too.
Unlike typical board games where players take turns in a predictable manner, SLS throws a wrench into that plan. Players must make tough decisions on whom to trust and when to betray. It’s a bit like a soap opera mixed with a game night.
Teaching Bots to Play
Now, how do we teach these computer bots to play SLS? By using DRL, we can help them learn the game’s rules and strategies over time. We built a version of SLS that includes a nice graphical interface so the bots can actually see what’s happening and make decisions based on that.
Here’s how we trained our bots:
- They learned the rules of the game.
- They played the game over and over again, getting better with each round.
- We rewarded them for making smart moves and punished them for mistakes.
Imagine if every time you made a bad move in chess, someone gently tapped your shoulder and said, “Not quite.” That’s what these bots went through.
How Did They Do?
Well, here’s where it gets interesting. Our bots managed to earn about half of the maximum points possible. This means they made more legal moves than illegal ones, which is a win in our book. Yet, they still weren’t perfect. While human players could grasp the game in just a few rounds, our bots needed to play around 2000 games before they got the hang of it. Talk about commitment!
Despite this, the bots occasionally made illegal moves, which reminded us that even computers need time to figure things out. It’s like teaching your grandma how to use a smartphone-it takes patience!
What’s Next?
Our study focused on laying the groundwork for bots that can play negotiation-based games. Along the way, we realized that while these classical DRL algorithms helped our bots learn, they weren’t quite at the level of a seasoned player. To make them better, we might need to look at combining different methods or diving deeper into game strategies.
The Rules of So Long Sucker
Let’s take a moment to look at the rules of the game. It’s essential to understand how the game is played to see why teaching bots is a challenge.
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Starting the Game: Each player is assigned a color and starts with five chips. A player is randomly chosen to make the first move.
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Gameplay: Players take turns placing a chip on the board. If no chips are captured, the player chooses the next one to play.
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Capturing Chips: A player captures a pile by placing two chips of the same color in a row. They take one chip and pass the rest to the next player.
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Defeated Players: If it’s your turn and you can’t play, you’re out.
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Winning the Game: The game ends when there’s only one player left standing. You can win even if you have no chips left!
Designing a Simplified Version
Given the complexity of SLS, we made a simplified version to better suit our bots. We removed the negotiation aspect to make things easier for them. This version is still strategic and challenging, but it allows the bots to focus on gameplay without worrying about complex discussions.
The Road Ahead
Now that we have a decent setup, what do we do next? We can dive deeper into how to improve our bots using advanced techniques. Imagine if we could teach our bots to not just play, but also strategize better-using tactics similar to those used in human gameplay.
Enhancing Learning
The natural next step would be to incorporate smarter techniques that borrow from game theory. This could help our bots navigate the complexities of trust and betrayal in games like SLS, making them not just players but also great strategists.
Conclusion
Teaching bots to play So Long Sucker has been an interesting endeavor. They learned the game but took a long time to get good at it. While they can make the right moves more often than not, they still lack the quick adaptability of human players.
The world of games like SLS offers rich opportunities for research and technology. By improving our understanding of how bots learn to navigate diplomacy and betrayal, we could see some pretty exciting advancements. Who knows? One day, we might have bots that not only play games but also master the art of negotiation and strategy, just like seasoned human players.
In the end, while we may still have a ways to go before bots can outsmart humans in games of cunning and strategy, we are well on our way to creating some fun and challenging opponents. Here’s to hoping our future games are filled with both laughter and a bit of friendly betrayal!
Title: Reinforcing Competitive Multi-Agents for Playing So Long Sucker
Abstract: This paper examines the use of classical deep reinforcement learning (DRL) algorithms, DQN, DDQN, and Dueling DQN, in the strategy game So Long Sucker (SLS), a diplomacy-driven game defined by coalition-building and strategic betrayal. SLS poses unique challenges due to its blend of cooperative and adversarial dynamics, making it an ideal platform for studying multi-agent learning and game theory. The study's primary goal is to teach autonomous agents the game's rules and strategies using classical DRL methods. To support this effort, the authors developed a novel, publicly available implementation of SLS, featuring a graphical user interface (GUI) and benchmarking tools for DRL algorithms. Experimental results reveal that while considered basic by modern DRL standards, DQN, DDQN, and Dueling DQN agents achieved roughly 50% of the maximum possible game reward. This suggests a baseline understanding of the game's mechanics, with agents favoring legal moves over illegal ones. However, a significant limitation was the extensive training required, around 2000 games, for agents to reach peak performance, compared to human players who grasp the game within a few rounds. Even after prolonged training, agents occasionally made illegal moves, highlighting both the potential and limitations of these classical DRL methods in semi-complex, socially driven games. The findings establish a foundational benchmark for training agents in SLS and similar negotiation-based environments while underscoring the need for advanced or hybrid DRL approaches to improve learning efficiency and adaptability. Future research could incorporate game-theoretic strategies to enhance agent decision-making in dynamic multi-agent contexts.
Authors: Medant Sharan, Chandranath Adak
Last Update: 2024-11-17 00:00:00
Language: English
Source URL: https://arxiv.org/abs/2411.11057
Source PDF: https://arxiv.org/pdf/2411.11057
Licence: https://creativecommons.org/licenses/by/4.0/
Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.
Thank you to arxiv for use of its open access interoperability.