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Game Reasoning Arena: A Framework and Benchmark for Assessing Reasoning Capabilities of Large Language Models via Game Play

Cipolina-Kun, Lucia, Nezhurina, Marianna, Jitsev, Jenia

arXiv.org Artificial Intelligence

The Game Reasoning Arena library provides a framework for evaluating the decision making abilities of large language models (LLMs) through strategic board games implemented in Google OpenSpiel library. The framework enables systematic comparisons between LLM based agents and other agents (random, heuristic, reinforcement learning agents, etc.) in various game scenarios by wrapping multiple board and matrix games and supporting different agent types. It integrates API access to models via liteLLM, local model deployment via vLLM, and offers distributed execution through Ray. This paper summarises the library structure, key characteristics, and motivation of the repository, highlighting how it contributes to the empirical evaluation of the reasoning of LLM and game theoretic behaviour.


SPIN-Bench: How Well Do LLMs Plan Strategically and Reason Socially?

Yao, Jianzhu, Wang, Kevin, Hsieh, Ryan, Zhou, Haisu, Zou, Tianqing, Cheng, Zerui, Wang, Zhangyang, Viswanath, Pramod

arXiv.org Artificial Intelligence

Reasoning and strategic behavior in social interactions is a hallmark of intelligence. This form of reasoning is significantly more sophisticated than isolated planning or reasoning tasks in static settings (e.g., math problem solving). In this paper, we present Strategic Planning, Interaction, and Negotiation (SPIN-Bench), a new multi-domain evaluation designed to measure the intelligence of strategic planning and social reasoning. While many existing benchmarks focus on narrow planning or single-agent reasoning, SPIN-Bench combines classical PDDL tasks, competitive board games, cooperative card games, and multi-agent negotiation scenarios in one unified framework. The framework includes both a benchmark as well as an arena to simulate and evaluate the variety of social settings to test reasoning and strategic behavior of AI agents. We formulate the benchmark SPIN-Bench by systematically varying action spaces, state complexity, and the number of interacting agents to simulate a variety of social settings where success depends on not only methodical and step-wise decision making, but also conceptual inference of other (adversarial or cooperative) participants. Our experiments reveal that while contemporary LLMs handle basic fact retrieval and short-range planning reasonably well, they encounter significant performance bottlenecks in tasks requiring deep multi-hop reasoning over large state spaces and socially adept coordination under uncertainty. We envision SPIN-Bench as a catalyst for future research on robust multi-agent planning, social reasoning, and human--AI teaming. Project Website: https://spinbench.github.io/


Code an AlphaZero Machine Learning Algorithm to Play Games

#artificialintelligence

AlphaZero is a game-playing algorithm that uses artificial intelligence and machine learning techniques to learn how to play board games at a superhuman level. We just published a machine learning course on the freeCodeCamp.org Robert Förster created this course. He is a student from Germany who is focused on machine learning. The video course teaches how to code an AlphaZero algorithm from scratch to play Tic Tac Toe and Connect Four.


Tic Tac Toe in Angular. Building an artificial intelligence…

#artificialintelligence

The first thing I did when learning to code was creating a Tic Tac Toe algorithm. I remember handcoding all the moves, and guessing the moves and handcoding the responses. Now, imagine if you had to do it for chess? For chess, we have Stockfish. If think you can defeat Stockfish, be my guest, here it goes: https://lichess.org/


Generalised agent for solving higher board states of tic tac toe using Reinforcement Learning

Kalra, Bhavuk

arXiv.org Artificial Intelligence

Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players play optimally. Thus on average majority of the games played result in a draw. The majority of the latest research on how to solve a tic tac toe board state employs strategies such as Genetic Algorithms, Neural Networks, Co-Evolution, and Evolutionary Programming. But these approaches deal with a trivial board state of 3X3 and very little research has been done for a generalized algorithm to solve 4X4,5X5,6X6 and many higher states. Even though an algorithm exists which is Min-Max but it takes a lot of time in coming up with an ideal move due to its recursive nature of implementation. A Sample has been created on this link \url{https://bk-tic-tac-toe.herokuapp.com/} to prove this fact. This is the main problem that this study is aimed at solving i.e providing a generalized algorithm(Approximate method, Learning-Based) for higher board states of tic tac toe to make precise moves in a short period. Also, the code changes needed to accommodate higher board states will be nominal. The idea is to pose the tic tac toe game as a well-posed learning problem. The study and its results are promising, giving a high win to draw ratio with each epoch of training. This study could also be encouraging for other researchers to apply the same algorithm to other similar board games like Minesweeper, Chess, and GO for finding efficient strategies and comparing the results.


How To Get Workers On Board With Artificial Intelligence

#artificialintelligence

If you ask business leaders whether their workers want to use artificial intelligence, most will assume the answer is "no." They presume workers see AI as invasive, or too complicated, or as putting their jobs at risk. Yet contrary to this popular belief, people who are employed are generally positive about AI. They believe it can help them avoid mistakes and solve problems, and they generally think it can make the world a better place. Don't get me wrong: There's a strong undercurrent of concern in the US workforce about AI.


Randomized fast no-loss expert system to play tic tac toe like a human

Paul, Aditya Jyoti

arXiv.org Artificial Intelligence

This paper introduces a blazingly fast, no-loss expert system for Tic Tac Toe using Decision Trees called T3DT, that tries to emulate human gameplay as closely as possible. It does not make use of any brute force, minimax or evolutionary techniques, but is still always unbeatable. In order to make the gameplay more human-like, randomization is prioritized and T3DT randomly chooses one of the multiple optimal moves at each step. Since it does not need to analyse the complete game tree at any point, T3DT is exceptionally faster than any brute force or minimax algorithm, this has been shown theoretically as well as empirically from clock-time analyses in this paper. T3DT also doesn't need the data sets or the time to train an evolutionary model, making it a practical no-loss approach to play Tic Tac Toe.


Reinforcement Learning - The Value Function

#artificialintelligence

Codes and demo are available. This article explores what are states, actions and rewards in reinforcement learning, and how agent can learn through simulation to determine the best actions to take in any given state. After a long day at work, you are deciding between 2 choices: to head home and write an article or hang out with friends at a bar. If you choose to hang out with friends, your friends will make you feel happy; whereas heading home to write an article, you'll end up feeling tired after a long day at work. In this example, enjoying yourself is a reward and feeling tired is viewed as a negative reward, so why write articles?


r/MachineLearning - [D] How to create a neural network for the game Ult. tic tac toe?

#artificialintelligence

Hello I want to create a neural network for the game Ult. It is my first neural network that I will create. I want to have 90 inputs to the layer(81 representing the sub boards and 9 the global boards, -1 for occupied by O, 0 for empty and 1 for occupied by X). I want to include one or two hidden layers with 40 nodes each(Sigmoid function). The output layer has 1 output node ranging from [-1,1] representing 1 that X will win and -1 that O will win.


Tic Tac Toe - Creating Unbeatable AI – Towards Data Science

#artificialintelligence

In today's article, I am going to show you how to create an unbeatable AI agent that plays the classic Tic Tac Toe game. You will learn the concept of the Minimax algorithm that is widely and successfully used across the fields like Artificial Intelligence, Economics, Game Theory, Statistics or even Philosophy. Before we go into the AI part, let's make sure that we understand the game. I recommend you to play the game yourself, feel free to check out my iOS Tic Tac Toe app.