DocumentCode :
644182
Title :
Application of reinforcement learning to the card game Wizard
Author :
Backhus, Jana Cathrin ; Nonaka, Hirofumi ; Yoshikawa, Tomoki ; Sugimoto, M.
Author_Institution :
Hokkaido Univ., Sapporo, Japan
fYear :
2013
fDate :
1-4 Oct. 2013
Firstpage :
329
Lastpage :
333
Abstract :
This article proposes an application using a reinforcement learning (RL) approach to the card game Wizard. The aim is to create a computer player that is able to learn a winning strategy for the game by himself. Wizard is a partially observable competitive multiplayer game that consists of two game phases, forecasting and trick playing. The biggest challenges in creating a strong player are dealing with multiple rounds which have a different grade of imperfection and the decision on the forecast at the beginning of every game round. We introduce an RL approach to the problem by adopting an existing RL algorithm to the playing phase of the game and by implementing an evaluator of the player´s hand card using a Multi-Player-Perceptron to conduct the forecast. The results of our experiments show that the player is able to improve his playing strategy through learning. At the beginning the performance of the learning agent is very bad due to the bad forecasting behavior, but he is able to improve his performance over a few training episodes from 0% won games to approximately 25.68% won games in an experiment with 4 players. Therefore he plays equally strong as his opponents and even outperforms one of them.
Keywords :
computer games; learning (artificial intelligence); multilayer perceptrons; RL approach; Wizard card game; computer player; forecasting behavior; forecasting decision; forecasting game phase; imperfection grade; multiplayer perceptron; partially-observable competitive multiplayer game; player hand card evaluator; playing strategy improvement; reinforcement learning approach; trick playing game phase; winning strategy; Color; Computers; Feature extraction; Forecasting; Games; Learning (artificial intelligence); Training; competitive game; incomplete information; multi-agent; reinforcement learning;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Consumer Electronics (GCCE), 2013 IEEE 2nd Global Conference on
Conference_Location :
Tokyo
Print_ISBN :
978-1-4799-0890-5
Type :
conf
DOI :
10.1109/GCCE.2013.6664846
Filename :
6664846
Link To Document :
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