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3달 전
기준

Valet: 전통적 불완전 정보 카드 게임을 위한 표준화된 테스트베드

Mark Goadrich Achille Morenville Éric Piette

초록

불완전 정보 게임 (imperfect-information games) 에 대한 AI 알고리즘은 주로 개별 게임의 성능 지표를 기준으로 비교되며, 이로 인해 게임 유형 간 일관된 견고성 (robustness) 을 평가하기가 어렵습니다. 숨겨진 핸드 (hidden hands) 와 확률적 카드 인출 (stochastic draws) 이 존재하는 특성상 카드 게임은 불완전 정보 게임의 자연스러운 영역입니다. 불완전 정보 게임 플레이 알고리즘 및 게임 시스템 간 비교 연구를 촉진하기 위해, 21 종의 전통적인 불완전 정보 카드 게임을 포괄하는 Valet 이라는 다원적이고 종합적인 테스트베드를 제안합니다. 제안된 게임들은 다양한 장르, 문화적 배경, 플레이어 수, 덱 구조, 게임 메커니즘, 승리 조건, 그리고 정보 은닉 및 공개 방식 등을 아우릅니다. 시스템 간 구현의 표준화를 위해 각 게임의 규칙을 카드 게임 전용 기술 언어인 RECYCLE 로 기술합니다. 또한, 무작위 시뮬레이션을 통해 각 게임의 분기 계수 (branching factor) 와 소요 시간을 실증적으로 분석하였으며, 몬테카를로 트리 탐색 (Monte Carlo Tree Search) 알고리즘을 기반으로 무작위 상대방에 대한 기준 점수 분포를 보고함으로써, Valet 이 벤치마킹 스위트로서의 적합성을 입증합니다.

One-sentence Summary

Mark Goodrich (Hendrix College) and Achille Moreville & Éric Piette (UCLouvain) introduce Valet, a standardized testbed of 21 diverse traditional card games encoded in RECYCLE, enabling fair, reproducible benchmarking of AI algorithms like MCTS across varied information structures, branching factors, and cultural origins.

Key Contributions

  • Valet introduces a standardized testbed of 21 traditional imperfect-information card games, encoded in the RECYCLE language to enable consistent cross-system evaluation and address the lack of shared benchmarks in AI research.
  • The testbed captures diverse game mechanics, player counts, and information structures, and includes empirical characterizations of branching factor, game duration, and baseline MCTS performance against random agents to validate its suitability for algorithm comparison.
  • By enabling systematic evaluation across varied game properties, Valet reduces overreliance on narrow benchmarks and supports reproducible, generalizable insights into how algorithm performance correlates with game design features.

Introduction

The authors leverage the need for standardized, diverse benchmarks in imperfect-information game AI to introduce Valet—a testbed of 21 traditional card games encoded in the RECYCLE language. Prior frameworks like RLCard, OpenSpiel, and CardStock offer card games but lack consistent implementations across systems, making cross-framework comparisons unreliable and performance claims fragile to game selection bias. Valet addresses this by providing fixed, standardized rule sets spanning multiple genres, player counts, and information mechanics, enabling fairer, reproducible evaluation of algorithms like Monte Carlo Tree Search. Its empirical characterization of branching factors and score distributions further supports systematic analysis of how game structure influences AI performance.

Dataset

  • The authors use the Valet testbed, a curated collection of 21 traditional card games, selected to represent diverse genres, cultural origins, and historical development while favoring simpler rule sets. They exclude widely studied commercial or complex games like BRIDGE or TEXAS HOLD’EM in favor of foundational variants such as WHIST, KLAVERJASSEN, and LEDUC HOLD’EM.

  • The dataset spans four major game categories:
    • Trick-taking (8 games): AGRAM, WHIST, EUCHRE, SUECA, HEARTS, PITCH, KLAVERJASSEN, SCARTO — varying in trump rules, scoring, and partnerships.
    • Hand management/shedding (5 games): CRAZY EIGHTS, PRESIDENT, GO FISH, RUMMY, SKITGUBBE — ranging from matching to strategic planning.
    • Hand comparison/exchange (4 games): BLACKJACK, LEDUC HOLD’EM, CUCKOO, SCHWIMMEN — involving betting-like decisions or hand swaps.
    • Miscellaneous (4 games): GOOFSPIEL, SCOPA, GOLF-6, CRIBBAGE — introducing mechanics like simultaneous play, capture, hidden ownership, or multi-phase scoring.

  • Games originate from 12 countries and use varied decks:
    • Standard 52-card French deck (most common).
    • 78-card Tarot deck (SCARTO).
    • 40-card Spanish/Italian decks (SUECA, SCOPA).
    • Reduced French-derived decks (e.g., AGRAM, EUCHRE, KLAVERJASSEN, SCHWIMMEN).
    • 6-card mini-deck (LEDUC HOLD’EM).

  • To ensure consistency, all games are encoded in the RECYCLE language for standardized rule implementation. Most games are limited to one round to simplify the decision space for AI; CRIBBAGE includes two rounds to balance dealer advantage. Specific rule variants are chosen for playability and clarity — e.g., American Euchre without Jokers, no card passing in HEARTS/SCARTO, simplified BLACKJACK with insurance but no splitting, Block Rummy ending when the draw deck is empty, and forced play in CRAZY EIGHTS. Ties in GOOFSPIEL carry over to the next round.

Experiment

  • Experiments evaluated game diversity and decision complexity across Valet using simulations with random and MCTS agents, confirming distinct profiles in information flow, branching factor, game length, and score distribution.
  • Information flow varies significantly: games differ in how public, private, and hidden information is managed, with some using multiple card backs or shared private info (e.g., crib in Cribbage), while deduction-based cues (e.g., trick-taking) remain implicit.
  • Branching factor analysis reveals most games offer moderate complexity, but Go Fish, President, Skitgubbe, and Scarto show higher complexity due to game mechanics; trick-taking games share a consistent pattern with constrained later-player choices.
  • Game length varies widely, with Rummy and Skitgubbe notably longer due to low-impact actions favored by random agents; most games fall between 10–100 decision points, with trick-taking games often fixed-length.
  • Score distributions differ markedly: Klaaverjassen spans wide ranges, Agram and Cuckoo yield binary outcomes; MCTS outperforms random play in most games, except Cuckoo, where first-player advantage is limited, and Go Fish/Crazy Eights show minimal gain due to lack of action-history modeling.

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Valet: 전통적 불완전 정보 카드 게임을 위한 표준화된 테스트베드 | 문서 | HyperAI초신경