diplomacy
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7 Checklist
For all authors... (a) Do the main claims made in the abstract and introduction accurately reflect the paper's contributions and scope? If you ran experiments... (a) Did you include the code, data, and instructions needed to reproduce the main experimental results (either in the supplemental material or as a URL)? [Y es] We release the code and the models If you used crowdsourcing or conducted research with human subjects... (a) Did you include the full text of instructions given to participants and screenshots, if applicable? [Y es] We included the instructions given to participants in appendix F. In this appendix, we describe the neural network architecture used for our agents.Figure 2: Transformer encoder (left) used in both policy proposal network (center) and value network (right). Our model architecture is shown in Figure 2. It is essentially identical to the architecture in [11], except that it replaces the specialized graph-convolution-based encoder with a much simpler transformer encoder, removes all dropout layers, and uses separate policy and value networks. Aside from the encoder, the other aspects of the architecture are the same, notably the LSTM policy decoder, which decodes orders through sequential attention over each successive location in the encoder output to produce an action. The input to our new encoder is also identical to that of [11], consisting of the same representation of the current board state, previous board state, and a recent order embedding. Rather than processing various parts of this input in two parallel trunks before combining them into a shared encoder trunk, we take the simpler approach of concatenating all features together at the start, resulting in 146 feature channels across each of 81 board locations (75 region + 6 coasts). We pass this through a linear layer, add pointwise a learnable per-position per-channel bias, and then pass this to a standard transformer encoder architecture.
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No-Press Diplomacy: Modeling Multi-Agent Gameplay
Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players.
The age of unipolar diplomacy is coming to an end
What is a Palestinian without olives? In Gaza, the world has seen the cost of a diplomacy that claims to uphold a rules-based order but applies it selectively. The United States intervened late, and only to defend an occupation the International Court of Justice (ICJ) has ruled illegal. Alongside other Western nations that built multilateral institutions, the US increasingly pursues nationalist agendas that undermine them. The hypocrisy is stark: one set of rules for Ukraine, another for Gaza.
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Shall We Play a Game? Language Models for Open-ended Wargames
Matlin, Glenn, Mahajan, Parv, Song, Isaac, Hao, Yixiong, Bard, Ryan, Topp, Stu, Montoya, Evan, Parwani, M. Rehan, Shetty, Soham, Riedl, Mark
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of decision-making and experiential learning. In this paper, we take the position that Artificial Intelligence (AI) systems, such as Language Models (LMs), are rapidly approaching human-expert capability for strategic planning -- and will one day surpass it. Military organizations have begun using LMs to provide insights into the consequences of real-world decisions during _open-ended wargames_ which use natural language to convey actions and outcomes. We argue the ability for AI systems to influence large-scale decisions motivates additional research into the safety, interpretability, and explainability of AI in open-ended wargames. To demonstrate, we conduct a scoping literature review with a curated selection of 100 unclassified studies on AI in wargames, and construct a novel ontology of open-endedness using the creativity afforded to players, adjudicators, and the novelty provided to observers. Drawing from this body of work, we distill a set of practical recommendations and critical safety considerations for deploying AI in open-ended wargames across common domains. We conclude by presenting the community with a set of high-impact open research challenges for future work.
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