card game
Can Large Language Models Master Complex Card Games?
Wang, Wei, Bie, Fuqing, Chen, Junzhe, Zhang, Dan, Huang, Shiyu, Kharlamov, Evgeny, Tang, Jie
Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention towards artificial intelligence. Concurrently, large language models (LLMs) have exhibited remarkable capabilities across various tasks, raising the question of whether LLMs can achieve similar success in complex games. In this paper, we explore the potential of LLMs in mastering complex card games. We systematically assess the learning capabilities of LLMs across eight diverse card games, evaluating the impact of fine-tuning on high-quality gameplay data, and examining the models' ability to retain general capabilities while mastering these games. Our findings indicate that: (1) LLMs can approach the performance of strong game AIs through supervised fine-tuning on high-quality data, (2) LLMs can achieve a certain level of proficiency in multiple complex card games simultaneously, with performance augmentation for games with similar rules and conflicts for dissimilar ones, and (3) LLMs experience a decline in general capabilities when mastering complex games, but this decline can be mitigated by integrating a certain amount of general instruction data. The evaluation results demonstrate strong learning ability and versatility of LLMs. The code is available at https://github.com/THUDM/LLM4CardGame
- Leisure & Entertainment > Games > Go (0.48)
- Leisure & Entertainment > Games > Chess (0.34)
AI Agents for the Dhumbal Card Game: A Comparative Study
Abstract--This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games. HUMBAL, also known as Jhyap in Nepal and Y aniv in Israel, is a traditional draw-and-discard card game that combines strategic decision-making, imperfect information, and risk management. It is widely played across South Asia during family gatherings, festivals, and social events, fostering intergenerational bonds and reflecting communal spirit [1]. Played with 2 to 5 players using a standard 52-card deck, the objective is to minimize the total point value of cards in hand.
- Asia > Middle East > Israel (0.24)
- North America > United States > Texas (0.04)
- Asia > Nepal > Bagmati Province > Kathmandu District > Kathmandu (0.04)
- Research Report > New Finding (1.00)
- Research Report > Experimental Study (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Rule-Based Reasoning (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
Rule Synergy Analysis using LLMs: State of the Art and Implications
Bateni, Bahar, Pratt, Benjamin, Whitehead, Jim
--Large language models (LLMs) have demonstrated strong performance across a variety of domains, including logical reasoning, mathematics, and more. In this paper, we investigate how well LLMs understand and reason about complex rule interactions in dynamic environments, such as card games. We introduce a dataset of card synergies from the game Slay the Spire, where pairs of cards are classified based on their positive, negative, or neutral interactions. Our evaluation shows that while LLMs excel at identifying non-synergistic pairs, they struggle with detecting positive and, particularly, negative synergies. Our findings suggest directions for future research to improve model performance in predicting the effect of rules and their interactions. Large language models (LLMs) have shown promising results in performing a wide range of language and reasoning tasks. Recent benchmarks have demonstrated their abilities in logical reasoning, mathematics, coding, and more.
When video game age ratings go wrong
Over the last few months, the makers of a popular card game have been wrestling with the byzantine process that surrounds video game age classifications. Age ratings are intended to help parents determine whether or not a game is appropriate for their children. But in practice, an erroneous label doesn't just mislead consumers – it can be the difference between success or failure. Balatro is an award-winning poker game made by an anonymous game developer known as LocalThunk, in which the only guiding principle is chaos. In each match the player must divine the best possible poker hand out of a randomised draw, but the conditions fluctuate constantly.
Cardiverse: Harnessing LLMs for Novel Card Game Prototyping
Li, Danrui, Zhang, Sen, Sohn, Sam S., Hu, Kaidong, Usman, Muhammad, Kapadia, Mubbasir
The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these processes. However, it remains challenging for LLMs to design novel game mechanics beyond existing databases, generate consistent gameplay environments, and develop scalable gameplay AI for large-scale evaluations. This paper addresses these challenges by introducing a comprehensive automated card game prototyping framework. The approach highlights a graph-based indexing method for generating novel game designs, an LLM-driven system for consistent game code generation validated by gameplay records, and a gameplay AI constructing method that uses an ensemble of LLM-generated action-value functions optimized through self-play. These contributions aim to accelerate card game prototyping, reduce human labor, and lower barriers to entry for game developers.
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- North America > United States > California (0.04)
- North America > United States > New Jersey (0.04)
Magic: The Gathering lands deal for film and TV adaptions with Legendary Entertainment
Hasbro Entertainment and Legendary Entertainment have joined forces to bring Magic: The Gathering to the big and small screens. The pair have signed a licensing deal to create "a live-action feature film and television universe" inspired by the card game. First up will be a movie, with other media to follow, but that's all that's been revealed so far. Longtime MTG fans might feel skeptical about this announcement, because this isn't the first time the intellectual property has been promised some kind of film or television adaptation. The card game's Fandom wiki page lists many of the proposed movie projects over the years.
- Media > Film (1.00)
- Leisure & Entertainment (1.00)
CG-MER: A Card Game-based Multimodal dataset for Emotion Recognition
Farhat, Nessrine, Bohi, Amine, Letaifa, Leila Ben, Slama, Rim
The field of affective computing has seen significant advancements in exploring the relationship between emotions and emerging technologies. This paper presents a novel and valuable contribution to this field with the introduction of a comprehensive French multimodal dataset designed specifically for emotion recognition. The dataset encompasses three primary modalities: facial expressions, speech, and gestures, providing a holistic perspective on emotions. Moreover, the dataset has the potential to incorporate additional modalities, such as Natural Language Processing (NLP) to expand the scope of emotion recognition research. The dataset was curated through engaging participants in card game sessions, where they were prompted to express a range of emotions while responding to diverse questions. The study included 10 sessions with 20 participants (9 females and 11 males). The dataset serves as a valuable resource for furthering research in emotion recognition and provides an avenue for exploring the intricate connections between human emotions and digital technologies.
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- North America > United States > Tennessee > Shelby County > Memphis (0.04)
- Europe > Spain (0.04)
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- Research Report (1.00)
- Overview (0.94)
- Leisure & Entertainment > Games (1.00)
- Health & Medicine > Therapeutic Area > Neurology (0.68)
Perfect Information Monte Carlo with Postponing Reasoning
Arjonilla, Jérôme, Saffidine, Abdallah, Cazenave, Tristan
Imperfect information games, such as Bridge and Skat, present challenges due to state-space explosion and hidden information, posing formidable obstacles for search algorithms. Determinization-based algorithms offer a resolution by sampling hidden information and solving the game in a perfect information setting, facilitating rapid and effective action estimation. However, transitioning to perfect information introduces challenges, notably one called strategy fusion.This research introduces `Extended Perfect Information Monte Carlo' (EPIMC), an online algorithm inspired by the state-of-the-art determinization-based approach Perfect Information Monte Carlo (PIMC). EPIMC enhances the capabilities of PIMC by postponing the perfect information resolution, reducing alleviating issues related to strategy fusion. However, the decision to postpone the leaf evaluator introduces novel considerations, such as the interplay between prior levels of reasoning and the newly deferred resolution. In our empirical analysis, we investigate the performance of EPIMC across a range of games, with a particular focus on those characterized by varying degrees of strategy fusion. Our results demonstrate notable performance enhancements, particularly in games where strategy fusion significantly impacts gameplay. Furthermore, our research contributes to the theoretical foundation of determinization-based algorithms addressing challenges associated with strategy fusion.%, thereby enhancing our understanding of these algorithms within the context of imperfect information game scenarios.
- Europe > France > Île-de-France > Paris > Paris (0.04)
- North America > United States > Texas (0.04)
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
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Contrastive Learning of Preferences with a Contextual InfoNCE Loss
Bertram, Timo, Fürnkranz, Johannes, Müller, Martin
A common problem in contextual preference ranking is that a single preferred action is compared against several choices, thereby blowing up the complexity and skewing the preference distribution. In this work, we show how one can solve this problem via a suitable adaptation of the CLIP framework.This adaptation is not entirely straight-forward, because although the InfoNCE loss used by CLIP has achieved great success in computer vision and multi-modal domains, its batch-construction technique requires the ability to compare arbitrary items, and is not well-defined if one item has multiple positive associations in the same batch. We empirically demonstrate the utility of our adapted version of the InfoNCE loss in the domain of collectable card games, where we aim to learn an embedding space that captures the associations between single cards and whole card pools based on human selections. Such selection data only exists for restricted choices, thus generating concrete preferences of one item over a set of other items rather than a perfect fit between the card and the pool. Our results show that vanilla CLIP does not perform well due to the aforementioned intuitive issues. However, by adapting CLIP to the problem, we receive a model outperforming previous work trained with the triplet loss, while also alleviating problems associated with mining triplets.
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- Europe > France > Occitanie > Hérault > Montpellier (0.04)
- Europe > Austria > Upper Austria > Linz (0.04)
Learning With Generalised Card Representations for "Magic: The Gathering"
Bertram, Timo, Fürnkranz, Johannes, Müller, Martin
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to the large card variety and highly complex semantics, as well as requiring meaningful card and deck representations when aiming to utilise AI. In addition, regular releases of new card sets lead to unforeseeable fluctuations in the available card pool, thus affecting possible deck configurations and requiring continuous updates. Previous Game AI approaches to building decks have often been limited to fixed sets of possible cards, which greatly limits their utility in practice. In this work, we explore possible card representations that generalise to unseen cards, thus greatly extending the real-world utility of AI-based deck building for the game "Magic: The Gathering".We study such representations based on numerical, nominal, and text-based features of cards, card images, and meta information about card usage from third-party services. Our results show that while the particular choice of generalised input representation has little effect on learning to predict human card selections among known cards, the performance on new, unseen cards can be greatly improved. Our generalised model is able to predict 55\% of human choices on completely unseen cards, thus showing a deep understanding of card quality and strategy.
- Europe > Austria > Upper Austria > Linz (0.04)
- North America > United States > California > Santa Clara County > Palo Alto (0.04)
- North America > Canada > Alberta > Census Division No. 11 > Edmonton Metropolitan Region > Edmonton (0.04)
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- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.69)
- Information Technology > Sensing and Signal Processing > Image Processing (0.68)
- Information Technology > Artificial Intelligence > Games > Computer Games (0.63)