Outer-Learning Framework for Playing Multi-Player Trick-Taking Card Games: A Case Study in Skat
- URL: http://arxiv.org/abs/2512.15435v1
- Date: Wed, 17 Dec 2025 13:27:44 GMT
- Title: Outer-Learning Framework for Playing Multi-Player Trick-Taking Card Games: A Case Study in Skat
- Authors: Stefan Edelkamp,
- Abstract summary: In multi-player card games such as Skat or Bridge, the early stages of the game are often more critical to the success of the play than refined middle- and end-game play.<n>In this paper, we derive and evaluate a general bootstrapping outer-learning framework that improves prediction accuracy by expanding the database of human games with millions of self-playing AI games to generate and merge statistics.<n>We implement perfect feature hash functions to address compacted tables, producing a self-improving card game engine, where newly inferred knowledge is continuously improved during self-learning.
- Score: 1.7006003864727406
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the current limits of computation, such early decision-making resorts to using statistical information derived from a large corpus of human expert games. In this paper, we derive and evaluate a general bootstrapping outer-learning framework that improves prediction accuracy by expanding the database of human games with millions of self-playing AI games to generate and merge statistics. We implement perfect feature hash functions to address compacted tables, producing a self-improving card game engine, where newly inferred knowledge is continuously improved during self-learning. The case study in Skat shows that the automated approach can be used to support various decisions in the game.
Related papers
- Game-TARS: Pretrained Foundation Models for Scalable Generalist Multimodal Game Agents [56.25101378553328]
We present Game-TARS, a generalist game agent trained with a unified, scalable action space anchored to human-aligned keyboard-mouse inputs.<n>Game-TARS is pre-trained on over 500B tokens with diverse trajectories and multimodal data.<n> Experiments show that Game-TARS achieves about 2 times the success rate over the previous sota model on open-world Minecraft tasks.
arXiv Detail & Related papers (2025-10-27T17:43:51Z) - Optimizing Hearthstone Agents using an Evolutionary Algorithm [0.0]
This paper proposes the use of evolutionary algorithms (EAs) to develop agents who play a card game, Hearthstone.
Agents feature self-learning by means of a competitive coevolutionary training approach.
One of the agents developed through the proposed approach was runner-up (best 6%) in an international Hearthstone Artificial Intelligence (AI) competition.
arXiv Detail & Related papers (2024-10-25T16:49:11Z) - Instruction-Driven Game Engine: A Poker Case Study [53.689520884467065]
The IDGE project aims to democratize game development by enabling a large language model to follow free-form game descriptions and generate game-play processes.
We train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios.
Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs.
arXiv Detail & Related papers (2024-10-17T11:16:27Z) - Instruction-Driven Game Engines on Large Language Models [59.280666591243154]
The IDGE project aims to democratize game development by enabling a large language model to follow free-form game rules.
We train the IDGE in a curriculum manner that progressively increases the model's exposure to complex scenarios.
Our initial progress lies in developing an IDGE for Poker, a universally cherished card game.
arXiv Detail & Related papers (2024-03-30T08:02:16Z) - Closed Drafting as a Case Study for First-Principle Interpretability,
Memory, and Generalizability in Deep Reinforcement Learning [3.018656336329545]
We study the interpretability, generalizability, and memory of Deep Q-Network (DQN) models playing closed drafting games.
We use a popular family of closed drafting games called "Sushi Go Party", in which we achieve state-of-the-art performance.
arXiv Detail & Related papers (2023-10-31T17:24:40Z) - Learning Correlated Equilibria in Mean-Field Games [62.14589406821103]
We develop the concepts of Mean-Field correlated and coarse-correlated equilibria.
We show that they can be efficiently learnt in emphall games, without requiring any additional assumption on the structure of the game.
arXiv Detail & Related papers (2022-08-22T08:31:46Z) - Student of Games: A unified learning algorithm for both perfect and
imperfect information games [22.97853623156316]
Student of Games is an algorithm that combines guided search, self-play learning, and game-theoretic reasoning.
We prove that Student of Games is sound, converging to perfect play as available computation and approximation capacity increases.
Student of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker, and defeats the state-of-the-art agent in Scotland Yard.
arXiv Detail & Related papers (2021-12-06T17:16:24Z) - On the Power of Refined Skat Selection [1.3706331473063877]
Skat is a fascinating card game, show-casing many of the intrinsic challenges for modern AI systems.
We propose hard expert-rules and a scoring function based on refined skat evaluation features.
Experiments emphasize the impact of the refined skat putting algorithm on the playing performance of the bots.
arXiv Detail & Related papers (2021-04-07T08:54:58Z) - Markov Cricket: Using Forward and Inverse Reinforcement Learning to
Model, Predict And Optimize Batting Performance in One-Day International
Cricket [0.8122270502556374]
We model one-day international cricket games as Markov processes, applying forward and inverse Reinforcement Learning (RL) to develop three novel tools for the game.
We show that, when used as a proxy for remaining scoring resources, this approach outperforms the state-of-the-art Duckworth-Lewis-Stern method by 3 to 10 fold.
We envisage our prediction and simulation techniques may provide a fairer alternative for estimating final scores in interrupted games, while the inferred reward model may provide useful insights for the professional game to optimize playing strategy.
arXiv Detail & Related papers (2021-03-07T13:11:16Z) - An Empirical Study on the Generalization Power of Neural Representations
Learned via Visual Guessing Games [79.23847247132345]
This work investigates how well an artificial agent can benefit from playing guessing games when later asked to perform on novel NLP downstream tasks such as Visual Question Answering (VQA)
We propose two ways to exploit playing guessing games: 1) a supervised learning scenario in which the agent learns to mimic successful guessing games and 2) a novel way for an agent to play by itself, called Self-play via Iterated Experience Learning (SPIEL)
arXiv Detail & Related papers (2021-01-31T10:30:48Z) - Learning to Play Sequential Games versus Unknown Opponents [93.8672371143881]
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action.
We propose a novel algorithm for the learner when playing against an adversarial sequence of opponents.
Our results include algorithm's regret guarantees that depend on the regularity of the opponent's response.
arXiv Detail & Related papers (2020-07-10T09:33:05Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.