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