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    <article-meta>
      <title-group>
        <article-title>A Game-Theoretic Intelligent Agent for the Board Game Football Strategy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sean McCulloch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ohio Wesleyan University</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>While much work has been done in the development of intelligent agents for “classic” board games (e.g., Chess, Checkers, Othello), there have been many games developed in recent years that have not received as much attention. These games usually include large amounts of randomness or non-public information and often have interesting underlying theoretical structure. In this paper, we investigate a game called Football Strategy, which can be viewed as having similar structure to a normal-form game. We discuss the game-theoretic techniques used to arrive at a mixed strategy to play the game. We also discuss the methods used to incorporate information about the game which are not easily represented in game-theoretic ways into our agent. Our agent was evaluated by playing against one of the world's top players, and gave him a competitive game. .</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>For decades, the Artificial Intelligence community has
worked on the development of intelligent agents to play
“classic” games like Chess, Checkers, and Othello. In
recent years, many new games have been published that have
gained widespread popularity. Often, these games have two
common factors that make them interesting to study from an
intelligent agent perspective:
 They often have a large state space, or branching
factor. Sometimes this is due to randomness (cards
or dice), sometimes this is due to non-public
information (different players each having secret
victory conditions, for example), and sometimes this
is due to a large variety of potential moves
available to the player. Whatever the cause, traditional
tree-based searching is often impractical.</p>
      <p>Copyright retained by author
 They often are based on interesting underlying
theoretical or mathematical ideas which can
potentially be exploited by the agent.</p>
      <p>
        There have been some efforts to design agents to play these
games. The most common approach is to manage the large
state space created by these games, either by using clever
variants of classical search methods
        <xref ref-type="bibr" rid="ref3">(Heyden 2009)</xref>
        <xref ref-type="bibr" rid="ref7">(Schadd et al 2007)</xref>
        <xref ref-type="bibr" rid="ref9">(Schadd and Winands 2009)</xref>
        or by
applying multiple agents to the problem (Johansson 2006) or
by keeping a simpler model of the game to reduce the
complexity
        <xref ref-type="bibr" rid="ref10">(Thomas 2003)</xref>
        . Another approach is to develop a
rule-based system derived from specific rules and strategies
of a given game. These rules can then either be applied
directly to choose a move, or serve as the basis of an
evaluation function in a search
        <xref ref-type="bibr" rid="ref2">(Hall et al 2004)</xref>
        <xref ref-type="bibr" rid="ref3">(Heyden 2009)</xref>
        .
      </p>
      <p>These approaches obviously have some inherent
limitations. Often, attempts to reduce a game’s complexity result
in removing components that were necessary to play the
game well. Additionally, a rule-based system is only as
good as the rules it contains. If there is no rule to apply to a
specific situation (for example, to react to a new strategy by
an opponent), then the quality of the agent will suffer.</p>
      <p>Our approach is to design an agent that exploits the
underlying mathematical nature of a game. In this way, the
agent’s performance can be based on well-known rules of
math, and the existence of mathematical theorems and tools
can be used to aid the agent. In this way, our agent’s play
can approach “optimal” (in a mathematical sense).</p>
      <p>
        In this paper we concentrate on a game called Football
Strategy, originally published by Strategy Game Company
in 1958, but more widely published by Avalon Hill in
several editions starting in 1962.
        <xref ref-type="bibr" rid="ref1">(For details on the game, see
BGG 2015a.)</xref>
        The game represents an American football
game between two generic teams who each call plays that
are resolved in a two-dimensional matrix. The offensive
player chooses a number representing a column, and the
defensive player selects a letter representing a row. A small
version of the matrix is included in Figure 1. In the actual
chart, there are 20 offensive plays and 10 defensive plays,
for a total of 200 entries.
      </p>
      <p>FUMBLE</p>
      <p>FUMFUBMLEBLE
In each play of the game, the offensive player and defensive
player each secretly and simultaneously choose a letter or
number. The intersection of those choices in the chart
determines the result of the play. In most cases, the chart gives
the gain (or loss) of yardage as the result of the play. For
example, the combination of offense play “1” and defense
play “D” (we will abbreviate such a combination as “1D”)
is a gain of one yard. In some cases, other results can
happen-- penalties, or as in the case of play 2B, a turnover,
giving the other team the ball. The normal rules of American
football apply (for scoring, first downs, et cetera.)</p>
      <p>While some combinations of offensive and defensive
plays lead to the same outcome (for example, plays 4B and
3D above both result in a gain of two yards), the chart has
over 60 unique outcomes, leading to a branching factor that
is too large to be addressed with traditional methods. By
way of comparison, Chess has an average branching factor
of about 35.</p>
    </sec>
    <sec id="sec-2">
      <title>Game Theoretic Approach</title>
      <p>
        In general, the chart given above can be seen as a zero-sum
normal form game, in the game-theoretic sense. In these
games, a mixed strategy is a probability that each player will
choose one of each available options. A Nash Equilibrium
        <xref ref-type="bibr" rid="ref6">(Nash 1950)</xref>
        in this case is a mixed strategy that cannot
improve any player’s utility, given the other player’s strategy.
Von Neuman has shown
        <xref ref-type="bibr" rid="ref11">(von Neumann and Morgenstern
1944)</xref>
        that a mixed strategy Nash Equilibrium exists for all
zero-sum normal form games. The mixed strategy for each
player can be computed using linear programming (for
example, see Mendelson 2004.)
      </p>
      <p>We have developed an agent that uses these techniques to
play the game of Football Strategy. The game chart gives
the basic utility function measured in yards gained by the
offensive player. The agent then modifies the values in the
chart by adding (or subtracting) values to each table entry
based on how the play affects the overall game. The new
weighted yardage table is then solved using linear
programming to generate a mixed strategy.</p>
      <p>The resulting mixed strategy will give the agent a
probability of choosing each offensive (or defensive) play that
will maximize (or minimize) the expected performance of
the offensive player. Table 1 shows a sample mixed strategy
for an offensive player, and Table 2 a sample mixed strategy
for the defensive player. Both tables show the same
situation (first and ten, on the offense’s twenty yard line.)
Lownumbered offensive plays tend to be running plays, and high
numbers tend to be passing plays. Low-lettered defensive
plays tend to be defenses against runs, and high-lettered
defensive plays tend to be defenses against passes. In this case,
the intersection of the highest probability offensive play call
and the highest probability defensive call is 4E, which
would result in a gain of five yards for the offense.
However, most of the other defensive play calls that have
positive probability (A,B,C,D,and H) give lower gains against
the offensive play call of 4, sometimes even resulting in
losses of yardage for the offense.
It is interesting to note that there are several play calls that
have zero probability-- they will never be called. This result
indicates that the solver has determined that for the given
game situation (defined by a combination of yard line,
down, distance to a first down, score, and time remaining in
the game), those play calls are dominated by others. It is the
case that each offensive and defensive play has a game
situation in which it will be called with a nonzero probability.
The fact that the mixed strategy generated is a Nash
Equilibrium means that this probability gives the optimal
expected gain if we assume the opposing player is also using
the Nash Equilibrium mixed strategy for their side. If the
opponent deviates from the equilibrium strategy, the
expected gain may improve.</p>
    </sec>
    <sec id="sec-3">
      <title>Adapting the Game Matrix</title>
      <p>Simply defining the utility of the game matrix in terms of
yards gained from each play is not sufficient to play
Football Strategy—or any simulation of a football game—
intelligently. The agent must manage several additional aspects
that relate to the rules of football:
 While on offense, the offensive player has four
attempts to gain a total of ten yards (a “first down”,)
which will reset the counter of four attempts.
Often, the offensive player just uses three of those
attempts, using the final attempt to give up
possession to the opponent further downfield (“punting”.)
 As shown in play 2B above, some combinations of
plays result in the offense immediately losing
possession of the ball.
 The ultimate goal of the offensive player (and what
the defensive player is trying to prevent) is not
merely to gain yardage-- points are scored either by
crossing the opponents goal line, or by attempting
to kick a field goal (which in this game is resolved
randomly, with increasing probability given to
attempts made closer to the opponent’s goal line)
As a result, the utility matrix in the game must be modified
to encapsulate a more accurate utility value based on these
situations. To do this, we added five constants to the utility
value in several situations.</p>
      <p>The first constant value is added when the offensive
player makes a first down. To encourage the agent to choose
plays that gain some yardage, rather than merely trying a
low-probability attempt to get the entire ten yards in one
play, we add a prorated portion of the first down bonus for
each yard gained (and subtract a similar amount if yardage
is lost). To further encourage shorter yardage gains, we give
an additional bonus (defined as a fixed percentage of the
overall first down bonus) for a play that results in a
favorable second or third down situation.</p>
      <p>The second constant gives a large addition to the utility
score when the play results in a touchdown. Since scoring a
touchdown is the main goal of the offense (and preventing
one is the main goal of the defense), this bonus should be
large enough to have a major impact on play calling, but not
so large that it causes the agent to become imbalanced when
only a few risky plays give any chance of scoring a
touchdown on a single play.</p>
      <p>Additionally, it is possible for the offense to kick a field
goal. In practice, this is usually done when the offense is on
fourth down, and relatively close to the other team’s end
zone. Field goal attempts in the game are resolved by a
random die roll based on the location on the field that the
attempt is made from. Scoring a touchdown gives the offense
six or seven (usually seven, depending on a random die roll)
points, while kicking a field goal gives the offense three
points. To simulate this, the extra utility added to the chart
on plays that result in a successful field goal is set to 3/7 the
value gained by a touchdown.</p>
      <p>The third constant gives a large penalty to the utility score
when the play results in a fumble or interception. While
balancing the values of all of the constants has been
challenging, it has been especially challenging to balance the
interplay between the bonus utility added by scoring a
touchdown versus the negative utility added by creating a
turnover. Since a play that is neither a turnover nor a touchdown
is usually better for the offensive player (since they will
typically have at least one more chance to make another
offensive play), we have found that setting the turnover penalty
higher than the touchdown bonus works well.</p>
      <p>The final two constants are more rarely relevant. First, if
the offense loses enough yardage to end the play in their own
end zone, this results in a “safety,” giving the other team two
points and the ball. This can only arise in rare situations.
Finally, we added a special constant for turning the ball over
on fourth down. We found that if we applied the normal
turnover penalty described above to the fourth down
situation, the agent would never find punting to be a viable
option, since even a remote chance at a first down is better than
the guaranteed turnover that punting represents. As a result,
giving a smaller penalty to the utility score on fourth down
turnovers led to less radical decision-making by the agent.</p>
    </sec>
    <sec id="sec-4">
      <title>Strategic Considerations</title>
      <p>The mixed strategy, with the additional constants described
above, works well in a tactical sense to find the optimal
move in a single play of the game in isolation. However, to
win the actual game, other strategic factors are necessary to
add to the complexity of the decision. The fact that the
offense has several attempts to reach a first down, the time
remaining in the game, and the current score all impact the
choices made by players, and an agent who does not adapt
to the changing nature of the game will not be successful.</p>
      <p>The two major strategic aspects we have added to the
game involve the special case of fourth down, and adjusting
the play call in reference to the current time remaining and
score of the game. In keeping with the ideals of designing
an agent based on mathematical principles, we have made
an effort to allow the agent to create its own strategy by
implementing these strategic factors as modifications to the
game matrix.</p>
    </sec>
    <sec id="sec-5">
      <title>Fourth Down</title>
      <p>On fourth down, the offensive player has three choices: punt
the ball to the other team (losing possession but forcing the
other player to gain more yards to score), try to gain a first
down (losing possession at the current yard line if the
attempt fails), or try to kick a field goal (represented in this
game as a random chance to score points based on how close
the offense is to the end zone). There are two punting plays,
one that can be called at any time, and one that can only be
called in “punt formation,” which the offense must declare
before both players choose their plays. The offense is
allowed to call a non-punt play in punt formation (a “fake
punt,”) but suffers a penalty on any yardage gained.</p>
      <p>The agent determines the best option between these three
choices by finding the expected utility of all three possible
play call situations (calling a normal play, calling a play
from punt formation, and attempting a field goal). The agent
will choose the mixed strategy that has the highest utility.
An interesting consequence of this method is that the agent
will occasionally decide that going into punt formation and
fake punting is the correct move, just like real human
players would.</p>
    </sec>
    <sec id="sec-6">
      <title>Clock Management</title>
      <p>The game of football is timed and scored, and the ultimate
goal is to have the most points when time runs out. As a
result, teams that are losing towards the end of the game
often need to take more risks to gain more yards quickly, and
teams that are winning can play more conservatively and
choose slower plays that consume more time. Teams get
three time-outs each half which are used to cause the
previous play to consume less time, allowing both teams the
ability to conserve the clock, if desired.</p>
      <p>To simulate this, once the time remaining gets below a
certain threshold, the agent estimates the number of
offensive plays the player currently losing the game will have,
based on the time left in the game and the number of
timeouts each player has. If the offensive player is currently
losing, this is the number of plays left in the game. If the
defensive player is currently losing, there is a minimum
number of plays that must elapse before they can get possession
of the ball and try to score.</p>
      <p>Next, the agent calculates the number of yards that need
to be gained by the losing player to have a chance at winning
the game. If a field goal is sufficient to win, we calculate
the yardage to the next position on the field that changes the
odds of making a successful field goal; otherwise we
calculate the yardage needed to score a touchdown.</p>
      <p>From these values, we can generate an average “yards per
play” that the player needs to make to reach the goal of
winning the game. The elapsed time and yardage of each play
considered by the agent will have an effect on this average.
The weighted change to this average yards per play will be
added to the play’s utility value.</p>
    </sec>
    <sec id="sec-7">
      <title>Evaluation</title>
      <p>Since Football Strategy is not as widely played as other
games, and to our knowledge there are no computer
programs that play it, we evaluated the performance of the
program against several humans of varying ability, ranging
from novices to experts. After seeing encouraging results
against these players, we also tested the agent in several
games against Bruce Reiff, the world’s top player of
Football Strategy, as rated by the Boardgame Player’s
Association (BPA 2014) (BPA 2015).</p>
      <p>Mr. Reiff played against our agent in a series of three
games. He won all three games, but each was within a
touchdown, and in one game, his victory required a
successful field goal attempt on the last play of the game. Despite
losing all three games, we feel that our agent can play at a
level competitive with the world’s top players. After our
official experiment, Mr. Reiff played a few “recreational”
games against our agent, and our agent did manage to get
some wins against him.</p>
      <p>As an additional experiment, we set up some games
where Mr. Reiff was allowed to see the agent’s mixed
strategy probabilities before choosing a play, though not the
agent’s actual play call. Mathematically, if the utility values
are computed correctly, this should not give the human
player any advantage, since it is an equilibrium strategy.
However, the extra strategic elements added to the game, as
well as the effects of the constant values added to the
utilities, made the game slightly exploitable, and the human
player won by a wide margin.
There are several possible avenues of future improvement
that can be added to the agent.</p>
      <p>We would like to generate the values of the five constants
used to adjust the values placed in the game matrix in a
better way. Right now we have just used trial-and-error in
playing against humans. We would instead like to make these
values more rooted in the underlying mathematical
principles of the game.</p>
      <p>We would like to integrate calling time-outs into the
utility function, especially towards the end of each half of the
game. Currently, time-outs are called outside of the game
matrix decision making, using a set of pre-defined rules.
Incorporating them into the utility matrix would allow for
more strategic decision making by the agent.</p>
      <p>We would like to explore ways in which the agent can
plan a sequence of downs to realize short-term goals. For
example, a “second and short” situation- where it is second
down and very few yards are needed to obtain a first
downis often a good time to attempt a risky play like a long pass.
If it is successful, there is a large gain of yardage. If it is
unsuccessful, it is likely that the short yardage required for
a first down can be gained on the next two plays. Currently,
the agent as constructed merely sees a high probability for
obtaining a first down and chooses that over the
higher-potential play.</p>
      <p>Humans tend to play Football Strategy by predicting
tendencies of play calls made by the opponent. It would be
interesting to explore whether a learning element could be
added to the game to allow the agent to make similar
decisions.</p>
      <p>
        A similar game to Football Strategy exists, called Paydirt
        <xref ref-type="bibr" rid="ref1">(BGG 2015b)</xref>
        . This game uses a chart of play calls similar
to the one found in Football Strategy, but the charts
represent actual historical teams. The intersection of an offensive
and defensive play call is resolved probabilistically based on
the historical team’s abilities. The underlying ideas behind
our current agent should translate well to a program playing
this similar game.
      </p>
      <p>We would like to extend this idea of exploiting the
underlying mathematical structure of a game to other games.
While there are not many games that are so directly related
to normal-form games, many other games use concepts from
probability, graph theory, or auctions that can be exploited
in similar ways.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>We would like to thank Julide Yazar for an invaluable
education into the basics of Game Theory. We would also like
to thank Bruce Reiff for being our resident Football
Strategy expert and experimental subject.</p>
    </sec>
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