With most information hidden, the game Stratego had stumped AI until now
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With most information hidden, the game Stratego had stumped AI until now
Loading the complete thread in the background. This saved snapshot is available now. Refresh
Unofficial Hacker News client; not affiliated with Y Combinator.
bananaflag · · focus · HN ↗
osti · · focus · HN ↗
PaulHoule · · focus · HN ↗
osti · · focus · HN ↗
mmooss · · focus · HN ↗
smokel · · focus · HN ↗
[1] <a href="https://arxiv.org/abs/2206.15378" rel="nofollow">https://arxiv.org/abs/2206.15378
smokel · · focus · HN ↗
[1] <a href="https://en.wikipedia.org/wiki/Hanabi_(card_game)" rel="nofollow">https://en.wikipedia.org/wiki/Hanabi_(card_game)
[2] <a href="https://www.talkrl.com/episodes/jakob-foerster" rel="nofollow">https://www.talkrl.com/episodes/jakob-foerster
gritzko · · focus · HN ↗
changoplatanero · · focus · HN ↗
cyanydeez · · focus · HN ↗
AngryData · · focus · HN ↗
dmurray · · focus · HN ↗
I thought this was slightly less crank-coded than trying to prove the Riemann Hypothesis, but maybe these days you just ask Claude to do that and it tells you there's a counterexample at 1 + πi that no one ever noticed before.
NooneAtAll3 · · focus · HN ↗
gregdeon · · focus · HN ↗
zahlman · · focus · HN ↗
NooneAtAll3 · · focus · HN ↗
clickbait title and the bot isn't at "top players struggle to beat it" level - but it's no longer a casual walk in the park like the default ai is, so the progress is massive
root_axis · · focus · HN ↗
IMO it also needs to use a real mouse before I think it's a true comparison, even a casual player would have a massive advantage if they could issue selections and unit commands via query.
xpct · · focus · HN ↗
I personally don't see why vision is important, if anything I'd frame vision as useful to humans, rather than being the baseline.
knollimar · · focus · HN ↗
dragontamer · · focus · HN ↗
boredhedgehog · · focus · HN ↗
knollimar · · focus · HN ↗
dragontamer · · focus · HN ↗
grog454 · · focus · HN ↗
There are at least 2 reasons vision is important in SC1
1. Cloaked units are close to impossible for humans to notice when they are not consciously looking for them but once identified, its relatively easy to track and manipulate them indirectly (e.g. via body blocking). To be fair, I have no idea how the SC1 API works with cloak.
2. Missing short blips of opponent unit movement on the minimap is common and sometimes detrimental enough to swing the game.
bananaflag · · focus · HN ↗
(Of course, tomorrow Google might announce that it has solved it.)
andrepd · · focus · HN ↗
yorwba · · focus · HN ↗
literalAardvark · · focus · HN ↗
andrepd · · focus · HN ↗
Davidzheng · · focus · HN ↗
gavinlilly · · focus · HN ↗
[1] <a href="https://www.hasbro.com/common/instruct/Stratego.PDF" rel="nofollow">https://www.hasbro.com/common/instruct/Stratego.PDF "When an attack is made, the attacker is the only player who has to declare the number of his or her piece. The defender does not reveal the number of his or her piece, but resolves the attack by removing whatever piece has a lower number from the gameboard. Players keep their own captured pieces. Exception: when a Scout attacks, the defender must reveal the number of his or her piece.
janzer · · focus · HN ↗
1. <a href="https://boardgamegeek.com/boardgame/3513/electronic-stratego" rel="nofollow">https://boardgamegeek.com/boardgame/3513/electronic-stratego (We generally banned the use of the 'probing' feature)
hnedeotes · · focus · HN ↗
Those new additions can invalidate the whole training data by a single new "card" that changes completely the dynamics and would be easy for a player to understand and incorporate but not for an algorithm (perhaps with enough compute to re-train it regularly it could) - that along with the decision trees being orders of magnitude deeper, wider and with more conditionalities than go, chess or stratego - even through the same turn with the same cards available and same table state - would probably pose much harder problems for a compute bound algo.
Arainach · · focus · HN ↗
This doesn't follow. You're basically proposing that new combo decks be added all the time, and it's far simpler for an agent to scan the new cards for potential interactions with the thousands of other cards in circulation than for a human to remember all of them.
Your analogy is akin to saying that all you have to do is keep landing new code all the time, and since the agents weren't trained on the code they won't be able to identify and respond to security vulnerabilities in it as fast as humans, which hasn't turned out to be correct
[deleted] · · focus · HN ↗
[deleted]
hnedeotes · · focus · HN ↗
ironSkillet · · focus · HN ↗
hnedeotes · · focus · HN ↗
But on MtG in particular that never really applies in full due to drawing new cards. You can play perfectly and still lose due to sheer randomness of draws.
The latent space I'm not sure how it translates to a game playing bot, but I would imagine that it would open it up to fail in the same ways a human fails.
On the game I'm designing it could do that (calculate all possibilities up to X depth, for all possible scrolls and table states) but it would be extremely expensive to do so (not a very good argument if compute power keeps increasing), but more than that, in contrast to something like chess, there can be many more paths and decision points where a bad decision turns into a loss, so if it assumes that the best play is X at some point, a sequence that it discarded due to not being the most probable can exist and the bot can never be sure, so if it makes a decision that plays into a "trap" he can't undo to a favourable position. While in Chess it's much clearer what is possible from a given state, it's unambiguous and the rules are fairly limited.
In stratego you have a 10x10 board game, a very clear objective and at most 40 pieces (with repeated pieces and simple mechanics amongst them), while in MtG and similar games a single piece (card) can have probably hundreds of different interactions depending on everything else going (and everything else hidden), at many points of decision. In stratego it also seems that for humans at least, most moves are "inconsequential", as it probably plays more at the psychological/bluff level. Maybe a human player that was given the same budget for training could spend a month training against bots might fare better as the strategies might be then better understood (by the article it's mentioned that the agent recovered from bad positions, so it seems that it was mostly human error, as the human was playing better up to that point).
While on MtG or Asummon, although there can be inconsequential moves (they don't matter given the context/stage of the game), every move carries with it a possibility of being consequential in unpredictable ways. Anyway, there should be ways of training models with just a rule abiding client for these games, without codifying all rules, that they can just keep playing to figure out the interactions, so if that theory is true then it should be possible to create an unbeatable bot - I'm just not sure it is without infinite time/compute and less so if the "meta" keeps changing rendering possible training inconsequential regularly.
qsort · · focus · HN ↗
There is nothing that, in principle, makes MTG different from poker or bridge, and we have superhuman engines for both.
hnedeotes · · focus · HN ↗
In my own game you don't have shuffle/draw randomness but the pool of options is statistically tending to infinite (if I would have 500 or 1000 scrolls designed and MtG depending on the format has that depth) when compared to something like chess, or this game. On the other hand in my own game you have to account for much more depth on the possible options your opponent has.
dragontamer · · focus · HN ↗
hnedeotes · · focus · HN ↗
But even then (not saying I'm right) I think the depth of choices, effects and so on, on a format like modern, or legacy, would be very difficult for an AI to top against pros. If you add draft into the mix it gets worse for the AI in my view too.
Because a good play in most situations can easily be a bad play under others. That doesn't happen in chess for instance, given enough decision depth to the algos to see the future game. In my own game I think those situations can occur much easier due to you always having your full deck available. Also, in MtG it's easy to get into table states that are either ahead/behind and then you kinda just have to protect your position (like with denial decks). Then you have the effects that you might remove a creature threat (graveyard) but then that enabling a combo you weren't expecting that needs a creature on the grave, or enabling delve cards or whatever have you. It's much less clear cut for a probabilistic model to make the optimal play at every single interaction. So the more you train the model on all the variations and possible follow ups, the more you dilute its certainty isn't it? In chess, or this game, or RTS such as starcraft, that doesn't really happen in my view.
dragontamer · · focus · HN ↗
syradar · · focus · HN ↗
The possible game state is also much larger than poker. Deck construction alone is 60 cards out of about 30,000 unique cards. Sure, not all cards are viable in all decks, but we can have 1-4 copies of a card in our deck.
So we might not even know if we’re playing against mono-red or multicolored since the decklist is unknown. You can think you’re playing mono-red and then they suddenly play a Plains. Poker at least always has the same 52 cards to reason about.
I do think AI could be great at coming up with decklists though.
hnedeotes · · focus · HN ↗
hnedeotes · · focus · HN ↗
There's also the decision points, in poker it's way less. You're dealt cards, the table reveals cards, you bet/ante, move to the next, bet/ante. It's a very finite sequence of moves until disclosure. Plus it's 52 cards divided by the table players while on MtG it's 60 (even lands can interact beyond being a resource and in competitive lists usually they do, specially in older formats)
While I think that MtG is indeed "poker" like underneath the keywords, it's many more levels and I think bluffing can be way more "complex" but simply isn't because even at the pro-tour level prize pools are insignificant when compared to serious poker tables. Some MtG players are known to also dabble/play poker regularly.
I also think that the structure of poker game-play is more prone to be exploited by a competent bot - if you have a "budget" and you assign a bot to a table where the antes are "in-line" with the "budget" it has, it can mathematically (within a very high degree of probability) always turn a profit - ultimately humans fail in part because they enter "bluff" kingdom against a bot as the bots can just rely on mathematical probabilities. Made up numbers but the idea being, you have $200 to play. Choose a table where this allows you to play X games at least, say antes of cents, it should be able to make money most of the time at some point.
Yes, but as the other reply mentioned, the thing is you don't know if it's red deck wins, or a RDW with a tweak for the metagame and building the "he thinks that I think that he thinks" tables would probably require for practical terms what could amount to infinite storage and any of these chains, if followed through, can land the bot in a losing position hard to come back from. Now, to be honest, most MtG players aren't that good either, they play it more like a hobby/fun game, rather than approach it as poker/probabilities.
wavemode · · focus · HN ↗
Marazan · · focus · HN ↗
Only in the most general form they are games with cards and hidden information with a state space that some form of tree search can theoretically play out.
The difference is the size of the search space. In MTG the search space is unimaginably huge. It would make Go's search space look like a spec of hydrogen in the middle of the universe.
It would require completely different techniques to produce a computer good at MtG than one that is good at bridge.
askjdfksdbfhk · · focus · HN ↗
We don't have superhuman play for bridge.
Poker and bridge are quite different from each other in terms of solving them. Among other things, the hidden information space in poker (at least, in hold'em) is far smaller than in bridge (or Stratego, for that matter, as discussed in the linked paper). This makes hold'em solvable using CFR, an algorithm which essentially optimizes play by considering all the possible holdings than the opponent might have and their best strategy with each one. Even going from two to four hidden cards per player (Omaha) requires a slightly different approach although you can still use CFR as the basis for the search algorithm.
qsort · · focus · HN ↗
The point is that, especially for games perceived as being lower-status like MTG and other board games, I'm more inclined to believe the answer is closer to "nobody is willing to pour in the resources to seriously try" as opposed to "we definitively cannot with current science and technology."
vmilner · · focus · HN ↗
askjdfksdbfhk · · focus · HN ↗
I don't know what this is referring to. The ubiquitous dds library, which is AFAIK basically the only double dummy solver, has not seen any real improvements. Neither of those numbers look right to me, I think it's more in the range of ~10ms.
There's a crank who was claiming some magical improvements a little while ago that really just boiled down to AI psychosis (and having absolutely no understanding of what he was claiming). I hope that's not what you're referring to.
vmilner · · focus · HN ↗
I believe this was used in his 'ben' bridge engine, <a href="https://github.com/lorserker/ben/" rel="nofollow">https://github.com/lorserker/ben/ now maintained by ThorvaldAagaard, though I have to admit it now seems to be heavily dds focussed, so there may have been a rollback along the lines you outlined.
I'm attempting to recreate the concept myself, so should soon have an idea whether its moonshine or not,
askjdfksdbfhk · · focus · HN ↗
I wasn't aware of this although this project had a substantial error rate. Flipping through the YouTube video it only predicted the correct number of tricks 70% of the time--so I'm not sure if your 99.9% is referring to a different project that I'm unable to find, or if you misremembered. I don't think anything like this was ever used in Ben; looking at the commit history, I think Ben has always used the standard dds library.
FWIW I'm pretty confident that you could beat the performance of the project I linked with a fairly straightforward transformer architecture.
vmilner · · focus · HN ↗
vmilner · · focus · HN ↗
askjdfksdbfhk · · focus · HN ↗
I agree that many games could make progress if people were actually inclined to try.
I think it will get a bit better in the coming decade thanks to continued hardware improvements & powerful LLM coding agents making it more feasible for amateurs to tackle these things at home. Personally I've been working on a game AI project for the last month at home based around published techniques for a similar game, using my 5090 for training and Opus for implementation and orchestrating tasks and so on. It's going quite well and it looks like I'm on track for a SOTA, superhuman AI at the end. Doing this ten years ago would have been incomparably harder.
xpct · · focus · HN ↗
I didn't look for prior work on this, but my estimate is that it's probably within 2-3 orders of magnitude of additional training compared to a static game. (Still a lot!)
hnedeotes · · focus · HN ↗
xpct · · focus · HN ↗
When the Dota 2 bot was made, they retrained the bot only partially when new patches came in, so it was definitely cheaper to adapt.
empath75 · · focus · HN ↗
nkrisc · · focus · HN ↗
gus_massa · · focus · HN ↗
IIUC most of them just put a standard chess engine over the new rules. I consider I'm not a bad player, but the engines destroys me, even with the weird rules.
* <a href="https://chess39.com/" rel="nofollow">https://chess39.com/ I only win if the computer start with a very bad initial position and in the first 2 or 3 moves I get huge advantage, because I slowly lose the advantage. Hopefully the game ends before I lose all the initial wins. Sometimes the computer "gives up" and exchange pieces unnecessary, that is not the optimal strategy when you assume the opponent (in this case me) is a worse player. Perhaps it's necessary to train to AI to pay assuming the opponent may blunder.
* [Another variant I can't find now. Each piece changes when it moves P->N->B->R-Q->P->...] The changes of the pieces confuses the engine too much and it's easy to win using some tricks. I guess some variants are just too different and need a lot of additional training.
hnedeotes · · focus · HN ↗
I used to play a bit of chess when I was young too, but never sticked to it nor got good at it either, but the complexity is pretty low relative to other games - specially when we talk about automated/bot scenarios.
In the variant you mention now imagine that every piece can have hundreds of different interactions depending on the other pieces on the table plus other pieces outside the table that the bot can't know for sure - I would imagine it would make the bot much weaker overall and specially against a good player independently from training - it just doesn't seem to make mathematical sense that it wouldn't but it's not my area of research so I can be missing some important thing.
gus_massa · · focus · HN ↗
[spoiler alert]
My favorite strategy for Ches39 is using 13 bishops in the 4 and 3 ranks. That is outside the training set, or at least any sensible training set. (Protip: Learn how to check mate with only two bishops of different colors.)
For the reverse I'd like to give the AI 13 knights, that would overwhelm any human player. I never dare to try it.
And I think the wall of 39 pawns is a good idea for a human, but for some reason the AI beats me anyway.
hnedeotes · · focus · HN ↗
To be honest haven't played chess for years - I did MtG for a while even as I got older but then it just annoyed me and haven't played in years - it was when I started working on my own take on tcg's
vikingerik · · focus · HN ↗
The key is to make sure you never leave a defensive opening - you have to watch out for two enemy pieces attacking a pawn that's defended only once. The computer/opponent will sacrifice the first piece to get the second to break through behind the pawn ranks, and it can often demolish all the pawns from there or checkmate your cramped king.
rovr138 · · focus · HN ↗
Just 16 GPUs, and a few thousand dollars?
What about “researchers from Carnegie Mellon, MIT, New York University, and Stanford University” this wasn’t just anyone.
criemen · · focus · HN ↗
so the contrast here is the budget available, not the quality of the talent, if we accept the premise that DeepMind and the universities have approximately similar level of talent.
rovr138 · · focus · HN ↗
So clearly it’s due to talent as well as advances, of course.
sehugg · · focus · HN ↗
wakamoleguy · · focus · HN ↗
SwellJoe · · focus · HN ↗
Too bad I never played against an AI before they cracked it.
cainxinth · · focus · HN ↗
What was the secret of your success?
SwellJoe · · focus · HN ↗
SamBam · · focus · HN ↗
cainxinth · · focus · HN ↗
WalterBright · · focus · HN ↗
It's been a loooong time, and I don't recall all the details. But it revolved around doing probing attacks to determine where the ranks were in the enemy formation, and then having "channels" in my side to move up a soldier that outranked by 1 a targeted attack.
Color me surprised that it would be difficult to write a program to play it.
SwellJoe · · focus · HN ↗
WalterBright · · focus · HN ↗
One thing Stratego did was implement the "fog of war". My Empire game took inspiration from Stratego and Risk.
SwellJoe · · focus · HN ↗
VladVladikoff · · focus · HN ↗
Cider9986 · · focus · HN ↗
m463 · · focus · HN ↗
I think this is a problem with many deeper games. I remember going over to other people's houses and they would pull out obscure-board-game-xyz. The rest of the night for me was trying to figure out how to play, while others were 30 steps ahead of me.
I think you need something like chess club - stratego club - where people have all gotten to the nuance level and you can play with people of appropriate level.
zahlman · · focus · HN ↗
At one point in my life I got in literally thousands of games of Dominion, and I was definitely still not as good as some of the people I discussed the game with online, but in person I could barely find anyone to play with, ever. (In fact, of the people I knew who were familiar with it, few even seemed to think it was any good as a game.)
xyzzy_plugh · · focus · HN ↗
I don't think Dominion is a good game. It's good if you maybe think cubing is good. And it can be a lot of fun!
But as a game? It's not good. If you have no idea what you are doing and are totally unfamiliar, you can even win pretty easily with some luck. But you won't understand why you won, or rather why others lost.
There are many, many games where everyone can read the rules together and be, more or less, on even footing. Dominion can sometimes be that way, but it can pretty easily be extremely opposite of that.
SubiculumCode · · focus · HN ↗
eszed · · focus · HN ↗
Anyway, the main fun is trying to get an approach working with unfamiliar card combinations - and yes, we owned all the expansions, thank you for asking. :-)
kelseyfrog · · focus · HN ↗
eszed · · focus · HN ↗
But, sure, if you're looking for a game with a lot of player interaction then Dominion isn't for you.
GoatOfAplomb · · focus · HN ↗
Interesting, this is a _feature_ of poker games like Texas Hold'em. If the losing players didn't go on convincing winning streaks, they'd stop playing. And those winning streaks can convince them they don't need to learn anything else about the game in order to be a winning player.
xyzzy_plugh · · focus · HN ↗
Have you ever gambled over a game of Dominion? I wouldn't.
Have you ever played Hold'em without gambling? I wouldn't either.
matwood · · focus · HN ↗
kulahan · · focus · HN ↗
ew-dev · · focus · HN ↗
Just a pity it does not come close to the haptic pleasure of playing with a real cardboard, polished resin figures, and sturdy cards with dice (or whatever accessories are supplied) :-)
distances · · focus · HN ↗
thaumasiotes · · focus · HN ↗
That's true, but it has the odd side effect that the entire play group may be just plain unaware of important rules.
NDlurker · · focus · HN ↗
karim79 · · focus · HN ↗
My experience as well unfortunately. No matter how many books on chess I read, no matter how many games I played against Battle Chess to try to get better, he always won.
wafflemaker · · focus · HN ↗
But about having nobody to play because you crush everyone - as long as you want to play to enjoy and not just always go full on try hard mode - just stop crushing everyone and you'll have people to play with.
Let people win every third game. If you're good enough (at it), they won't notice. They'll have a good time and you will. In Tekken it works to have them win some rounds (extra points if you let them have two out of three), but still win the match, tho maybe only if you're not just 2 ppl playing.
That's a rule established from rat behavior observation study, you can hear about it in every third jbp lecture.
Ever since implementing it, I never end up with nobody to play with. Just curb your wanting to always win and focus on maximizing the amount everyone enjoys playing in the long run.
Even a game where there's always a winner and a loser doesn't have to be a zero sum game.
SwellJoe · · focus · HN ↗
Sure, I'll go back and tell my 12 year old self to do that.
But, actually, I did do that, to some degree. As I mentioned, I would drop hints and talk about my strategies in games, usually after the game, so he could be more competitive and understand how I was thinking about things. That also has a cost on the fun for both parties, though. Smart people can recognize when you're going easy on them. Nobody normal likes being pandered to.
matwood · · focus · HN ↗
This is what I do when training jiujitsu with less experienced people.
SwellJoe · · focus · HN ↗
opan · · focus · HN ↗
The rat strat may be worth revisiting but it's not very fun letting people win, and it feels dishonest and disrespectful as well. The closest thing I've found is to play super defensive. If I try to take as few hits as possible and drag out the battle it still serves as practice, and I kinda let them set the pace.
fn-mote · · focus · HN ↗
> I told him what I did and he didn't take it well
This was a mistake. Ask yourself why you did it. If you don’t have a good answer, one possibility is that it was your ego. Another is your very strong adherence to a certain code of behavior that others do not relate to.
> we'd both keep striving to improve and competing with each other
I’m not sure competing with someone who is not on your level is a normal approach.
I also doubt your friend sees the situation the same way as you. They are more of a recreational player. It’s a level below where you are, but for some reason you want them to care more.
> I'll lose 90% of the time if I do online matchmaking
And yet playing in person is important to you. It’s fun?
> it's not very fun letting people win, and it feels dishonest and disrespectful as well
At work, you want people on your team to pull their weight even though you could do the job better. How do you keep them from being discouraged? A strategy like this works.
SubiculumCode · · focus · HN ↗
karim79 · · focus · HN ↗
SubiculumCode · · focus · HN ↗
karim79 · · focus · HN ↗
jodrellblank · · focus · HN ↗
And haven’t been back there for years. Reinstate Monica. And shame on the licensing grab.
eks391 · · focus · HN ↗
Sure some advancements suck, but that's not on you. Answering the questions publicly for all to see enables everyone, and it's up to them to use it for better or worse.
jodrellblank · · focus · HN ↗
Unlike HN and Reddit “discussions” which bring out the snark and ackchually in me far too often, and rarely seem a good way to “discuss” anything, focused questions and answers can potentially add a small value to the world.
jodrellblank · · focus · HN ↗
jayGlow · · focus · HN ↗
<a href="https://www.chess.com/cheating" rel="nofollow">https://www.chess.com/cheating
OroPla · · focus · HN ↗
matwood · · focus · HN ↗
FiatLuxDave · · focus · HN ↗
<a href="https://en.wikipedia.org/wiki/Stratego#Electronic_Stratego" rel="nofollow">https://en.wikipedia.org/wiki/Stratego#Electronic_Stratego
AngryData · · focus · HN ↗
dcrazy · · focus · HN ↗
amenghra · · focus · HN ↗
karim79 · · focus · HN ↗
ModernMech · · focus · HN ↗
askjdfksdbfhk · · focus · HN ↗
Bridge is played as a pair vs pair game, with North/South and East/West being the two pairs and seated around the table in these compass directions. A bridge hand consists of two phases: there is first an auction phase, where players go around the table bidding on contracts (agreeing to take a certain number of tricks with a certain trump suit) until a final contract is decided. Then there is the cardplay phase, where the player who won the auction is the declarer, their partner is the dummy, and the other pair are defenders. The dummy's hand is placed face up on the the table and the declarer controls which cards are played from dummy, so the cardplay phase is effectively played by only three players now, with each of the three knowing one common hand (dummy) and one private hand (their own) and not knowing the other two hands.
In both the auction and (for the defense) the cardplay phases, it is important for players to exchange some information about their hand to their partner. However, any information you exchange about your own hands also helps your opponents. You might naturally conclude that you want to come up with some secret scheme to exchange information which your opponents don't know (and it is even possible to exchange encrypted information which your opponents can't know--if the defense is known to hold a certain card, but declarer doesn't know in which hand it is, the defense could say that a signal means one thing if the card is in one defender's hand, but means a different thing if it's in the other defender's hand).
But it turns out that this ends up being very uninteresting to play, so instead, when playing bridge, there is an important rule: all of your partnership agreements must be public. If a certain bid that I make promises that I have at least 5 spades in my hand, it is the opponents' right to know that this is our agreement. You must be able to explain the information which your action provides, and you must be able to use the information that the opponents give you themselves.
This poses several problems for self-play reinforcement learning. First, a naive self-play approach will produce agreements that cannot be explained to a human. What really needs to happen is that your partner, when determining what hands you might have as part of search, must not do so simply by sampling its own system (ie by asking what it itself would have done with hand X or hand Y). The information and possibilities really need to be mediated by some kind of intermediate, rules-based description, which can be provided to the opponents as well.
You also need to be able to encode and ingest the opponents' agreements, and to use this information to inform your own decisions. And you need, in particular, to be able to handle a wide variety of agreements from your opponents; it's not enough to force them to play the same system as you.
You must also account for deceit. If, for example, I have a bid which promises that I have at least 2 cards in every suit, it's perfectly legal for me to lie and make this bid when I only have 1 card in some suit--as long as my partner is in the dark about this just as much as the opponents. So if you make this bid, and your machine opponents assume there is a 0% probability of you having lied about your hand, it is possible that they will make gross errors by not accounting for this possibility (for example, they may be in a position where all of their actions are equivalent if you told the truth, but where one action is clearly better if you didn't--a human player will naturally take this action, but a robot may just select an action randomly).
It's an interesting game and a very interesting AI challenge.
pessimizer · · focus · HN ↗
How does AI, in a game as complex as bridge, manage to deal with a human partner, or even an AI partner? Seems like an answer we could find out.
> The information and possibilities really need to be mediated by some kind of intermediate, rules-based description, which can be provided to the opponents as well.
This is standardized at tournaments (I'm sure you know that.)
askjdfksdbfhk · · focus · HN ↗
Still a few humans writing on the internet... at least for now ;) I'm sure the green username doesn't help either, I just switched to a new account a few days ago.
>This is standardized at tournaments (I'm sure you know that.)
Right, in human play we have convention cards (pieces of paper that are essentially big forms for specifying common agreements), although these don't cover every situation.
What I was getting at was more along the lines of some kind of general schema that would allow fully describing any individual bid. But then there's also a problem where such a schema inherently limits the creativity available in constructing a bidding system, if all the bids must fit into what is expressible by this schema.
My personal approach would be to try to decompose it into two subproblems: learning a set of agreements, and optimizing results given a fixed set of agreements. Then you could try to solve the former problem using the results from the latter one. But even playing well under a fixed set of agreements isn't so easy to solve.
m-hodges · · focus · HN ↗
SilkRoadie · · focus · HN ↗
I am particularly disappointed that it has influenced how people play the game.
The joy comes from the journey and the experience.
Look at competitive chess and Go and how they have fundamentally been transformed. It's not better and now the box is opened, it can't be closed.
kadoban · · focus · HN ↗
Go is better since AlphaGo. Tools are better, it's easier to learn from your games, we're better at it. The AI makes sick fucking moves and we get to see.
Chess I doubt is worse off either, but I don't know chess that well.
BeetleB · · focus · HN ↗
For people like me, competitive chess killed chess long before Deep Blue. It only feels fair that competitive chess players now feel like I did :-)
I had a math professor who played competitive chess in his youth. He told me he realized the demands for competitive chess were such that he couldn't really dedicate himself to math (or any other discipline) at the same time. So one day, he gave up chess - and refused to play it for the rest of his life.
janalsncm · · focus · HN ↗
Imo, this is the critical piece and what makes the AI work at all.
With hidden information games, the best move depends on information you don’t have. So a move could be good or bad, it just depends on something that’s impossible to know.
You’d like to search ahead, meaning “if I do this they will do that” but that’s impossible since you don’t even know what the opponent can do because you don’t know their hidden state.
If the possible hidden states are randomly distributed, you are screwed. It’s just like rock paper scissors: there’s no best move if your opponent is unpredictable.
However if you can quickly learn to predict their moves, it becomes possible to make informed decisions about what to do.
williamtell · · focus · HN ↗
roenxi · · focus · HN ↗
The practical difference is how many rules a game has and how easy it is to implement the engine. Implementing a chess bot is relatively easy because the amount of state tracking required to set up a simulation is basically nothing (I think just whether the king has made a move yet or not). That makes it easier to implement than something with a lot of signals that need to be recorded. Something like DoTA or Starcraft takes serious engineering effort.
janalsncm · · focus · HN ↗
> There isn't any reason to think AI have more or less trouble with hidden information games.
How about the fact that a child can beat the best rock paper scissors player in the world in a game, but no human can beat the best chess engine? Same thing with poker, a novice could get lucky and win a hand against the best poker player.
roenxi · · focus · HN ↗
porridgeraisin · · focus · HN ↗
<a href="https://news.ycombinator.com/item?id=49918148">https://news.ycombinator.com/item?id=49918148
rcyeh · · focus · HN ↗
I like Stratego a lot. Next time, I will try this and put three bombs in the other corner to keep the opponent guessing and wasting an expected 4 extra moves.
I speculate a big part of the game is moving your power pieces (1, 2, 3) to places where they can actually attack the opponent safely. Any other placement of the flag and bombs creates a bottleneck for left-right movement on your side.
erwincoumans · · focus · HN ↗
angry_octet · · focus · HN ↗
Tade0 · · focus · HN ↗
pilooch · · focus · HN ↗
Kuyawa · · focus · HN ↗
<a href="https://chat.z.ai/space/p1dcc82cr101-art" rel="nofollow">https://chat.z.ai/space/p1dcc82cr101-art
dtkirby · · focus · HN ↗
binlog · · focus · HN ↗
sinuhe69 · · focus · HN ↗
cubefox · · focus · HN ↗
abstractcontrol · · focus · HN ↗
cubefox · · focus · HN ↗
No, it doesn't make sense. GPT-6 Astra solves ARC-AGI-3, which consists of a large number of small games which the LLM doesn't know and which it has to solve on the fly with a limited number of turns.
abstractcontrol · · focus · HN ↗
anonymousDan · · focus · HN ↗
arikrahman · · focus · HN ↗
peter_d_sherman · · focus · HN ↗
Farina and lead author Samuel Sokota achieved this efficiency by
writing a simulator that runs millions of moves per second on graphics cards.
“At the scale that we are in academia, we don’t really have access to an entire field of GPUs,” Farina said.
The algorithm also learned far faster—it played about 34 times fewer games than DeepNash, and still ended up much stronger."
Isn't that a case of David vs. Goliath!
Also, I like the idea of the simulator/training software/aka "oracle" (source of truth for training data) running adjacently on the same graphics card(s) or AI accelerator(s) that the training is taking place on. That approach moves way more data faster than say, having the training have to interact with a game running on a CPU, and having to pull and parse screen data with every new move.
Creating simulation programs for an AI to train against and running them adjacent to training on the same GPU, from a performance programming perspective, is a really good idea!
Anyway, great article!
Jabbles · · focus · HN ↗
Kuyawa · · focus · HN ↗
<a href="https://github.com/kuyawa/stratego" rel="nofollow">https://github.com/kuyawa/stratego