Minibal: Balanced Game-Playing Without Opponent Modeling
- URL: http://arxiv.org/abs/2603.23059v1
- Date: Tue, 24 Mar 2026 10:56:52 GMT
- Title: Minibal: Balanced Game-Playing Without Opponent Modeling
- Abstract summary: Minibal is a variant of Minimax specifically designed for balanced play.<n>Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play.
- Score: 2.5788559173418357
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Recent advances in game AI, such as AlphaZero and Athénan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently overwhelm human players, offering little enjoyment and limited educational value. This paper addresses the problem of balanced play, in which an agent challenges its opponent without either dominating or conceding. We introduce Minibal (Minimize & Balance), a variant of Minimax specifically designed for balanced play. Building on this concept, we propose several modifications of the Unbounded Minimax algorithm explicitly aimed at discovering balanced strategies. Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play, with average outcomes close to perfect balance. These results establish Minibal as a promising foundation for designing AI agents that are both challenging and engaging, suitable for both entertainment and serious games.
Related papers
- LM Fight Arena: Benchmarking Large Multimodal Models via Game Competition [104.81487689011341]
We introduce LM Fight Arena, a novel framework that evaluates large multimodal models in Mortal Kombat II.<n>Unlike static evaluations, LM Fight Arena provides a fully automated, reproducible, and objective assessment of an LMM's strategic reasoning capabilities.
arXiv Detail & Related papers (2025-10-10T02:19:21Z) - Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games [21.168085154982712]
equilibria in multiplayer games are neither unique nor non-exploitable.
This paper takes an initial step towards addressing these challenges by focusing on the natural objective of equal share.
We design a series of efficient algorithms, inspired by no-regret learning, that provably attain approximate equal share across various settings.
arXiv Detail & Related papers (2024-06-06T15:59:17Z) - Toward Human-AI Alignment in Large-Scale Multi-Player Games [24.784173202415687]
We analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games)
We find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity.
These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications.
arXiv Detail & Related papers (2024-02-05T22:55:33Z) - Mastering Zero-Shot Interactions in Cooperative and Competitive Simultaneous Games [19.46888484570957]
Albatross is able to exploit weak agents in the competitive game of Battlesnake.
It yields an improvement of 37.6% compared to previous state of the art in the cooperative Overcooked benchmark.
arXiv Detail & Related papers (2024-02-05T16:03:44Z) - DanZero+: Dominating the GuanDan Game through Reinforcement Learning [95.90682269990705]
We develop an AI program for an exceptionally complex and popular card game called GuanDan.
We first put forward an AI program named DanZero for this game.
In order to further enhance the AI's capabilities, we apply policy-based reinforcement learning algorithm to GuanDan.
arXiv Detail & Related papers (2023-12-05T08:07:32Z) - Teamwork under extreme uncertainty: AI for Pokemon ranks 33rd in the
world [0.0]
This paper describes the mechanics of the game and we perform a game analysis.
We propose unique AI algorithms based on our understanding that the two biggest challenges in the game are keeping a balanced team and dealing with three sources of uncertainty.
Our AI agent performed significantly better than all previous attempts and peaked at the 33rd place in the world, in one of the most popular battle formats, while running on only 4 single socket servers.
arXiv Detail & Related papers (2022-12-27T01:52:52Z) - How Bad is Selfish Driving? Bounding the Inefficiency of Equilibria in
Urban Driving Games [64.71476526716668]
We study the (in)efficiency of any equilibrium players might agree to play.
We obtain guarantees that refine existing bounds on the Price of Anarchy.
Although the obtained guarantees concern open-loop trajectories, we observe efficient equilibria even when agents employ closed-loop policies.
arXiv Detail & Related papers (2022-10-24T09:32:40Z) - Generating Diverse and Competitive Play-Styles for Strategy Games [58.896302717975445]
We propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes)
We show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play.
Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.
arXiv Detail & Related papers (2021-04-17T20:33:24Z) - Playing Against the Board: Rolling Horizon Evolutionary Algorithms
Against Pandemic [3.223284371460913]
This paper contends that collaborative board games pose a different challenge to artificial intelligence as it must balance short-term risk mitigation with long-term winning strategies.
This paper focuses on the exemplary collaborative board game Pandemic and presents a rolling evolutionary algorithm for this game.
arXiv Detail & Related papers (2021-03-28T09:22:10Z) - Collaborative Agent Gameplay in the Pandemic Board Game [3.223284371460913]
Pandemic is an exemplar collaborative board game where all players coordinate to overcome challenges posed by events occurring during the game's progression.
This paper proposes an artificial agent which controls all players' actions and balances chances of winning versus risk of losing in this highly Evolutionary environment.
Results show that the proposed algorithm can find winning strategies more consistently in different games of varying difficulty.
arXiv Detail & Related papers (2021-03-21T13:18:20Z) - TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and
Competition for AI [62.997667081978825]
TotalBotWar is a new pseudo real-time multi-action challenge for game AI.
The game is based on the popular TotalWar games series where players manage an army to defeat the opponent's one.
arXiv Detail & Related papers (2020-09-18T09:13:56Z) - Suphx: Mastering Mahjong with Deep Reinforcement Learning [114.68233321904623]
We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques.
Suphx has demonstrated stronger performance than most top human players in terms of stable rank.
This is the first time that a computer program outperforms most top human players in Mahjong.
arXiv Detail & Related papers (2020-03-30T16:18:16Z)
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.