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Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Neural Information Processing Systems

Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.


Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Neural Information Processing Systems

Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms.


Review for NeurIPS paper: Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Neural Information Processing Systems

Weaknesses: I'm concerned that the comparison to DipNet, the prior state of the art, is misleading because the authors initialize their algorithm by effectively computing a best response to DipNet. Since they beat DipNet, the authors say that they are "stronger" than DipNet. However, beating DipNet is expected if one were to compute a best response to DipNet, even if the best response is a "weaker" policy. To illustrate why this is a problem, one could imagine a situation like Rock-Paper-Scissors where DipNet is biased toward playing Rock, so the techniques introduced in this paper effectively learn to always choose Paper. Paper beats Rock, but one is not "stronger" than the other.


Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Neural Information Processing Systems

Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms.