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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Deep Barca: A Probabilistic Agent to Play the Game Battle Line</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>S. McCulloch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Google</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Modern Board Games</institution>
          ,
          <addr-line>Battle Line</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ohio Wesleyan University</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of California</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>145</fpage>
      <lpage>150</lpage>
      <abstract>
        <p>Recent years have seen an explosion of interest in “modern” board games. These differ from the “classic” games typically seen in Artificial Intelligence research (e.g. Chess, Checkers, Go) in that the modern games often have a large component of randomness or non-public information, making traditional game-tree methods infeasible. Often, these modern games have an underlying mathematical structure that can be exploited. In this paper, we describe an intelligent agent to play the game Battle Line, which uses elements of theorem-proving and probability to play intelligently without utilizing game trees. The agent is superior to the only other known computer player of the game and plays at a level competitive with top human players.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Computing methodologies ~ Probabilistic reasoning
• Computing methodologies ~ Game tree search</p>
    </sec>
    <sec id="sec-2">
      <title>ADDITIONAL KEYWORDS</title>
    </sec>
    <sec id="sec-3">
      <title>INTRODUCTION</title>
      <p>
        Historically, the main work in developing intelligent agents to play
board games has focused on “classic” games such as Chess [5],
Checkers[
        <xref ref-type="bibr" rid="ref7">12</xref>
        ], or Othello[4]. The agents that play these games
often focus on variants and improvements to game-tree search.
While modern agents have many clever approaches and
optimizations, there is still an exponentially-sized game tree to
search. Even the recent “AlphaGo” program by Google [
        <xref ref-type="bibr" rid="ref8">13</xref>
        ] uses
neural networks, but does so in order to evaluate a game tree more
efficiently.
      </p>
      <p>In recent years, an influx of new games have been created of
varying levels of complexity. These games often depend on
nonpublic information (such as a secret hand of cards or tiles) or
randomness, making the size of a typical game tree infeasibly large.</p>
      <p>
        There have been efforts to design agents to play these games.
Some of these efforts have involved designing variants of classical
search methods [
        <xref ref-type="bibr" rid="ref3">8</xref>
        ] [
        <xref ref-type="bibr" rid="ref5">10</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">11</xref>
        ], some have applied multiple agents to
the problem, and some have kept a simpler model of the game to
reduce the complexity [
        <xref ref-type="bibr" rid="ref9">14</xref>
        ]. Another approach is to develop a
rulebased 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">7</xref>
        ]
[
        <xref ref-type="bibr" rid="ref3">8</xref>
        ].
      </p>
      <p>While these methods can produce competitive players, any
approach that uses a variant of classical search will eventually
become confounded by the exponential growth of the game
treeoften sooner in modern games than in more classical games because
of the need to model randomness or hidden information. Efforts to
reduce the game’s complexity may remove important information.
Rule-based systems can only perform as well as the rules in which
they are given, and since those rules are typically programmed in
by humans, they do not capture the autonomous nature that we
desire in our agents.</p>
      <p>Our approach is to notice that these games often have
interesting underlying mathematical structure and to exploit that
structure. If we can recast a game’s strategy as a mathematical
problem, then we have the ability to use theorems and approaches
from mathematics to design an agent that makes moves based on
an underlying mathematical model. We feel that an agent made
according to this paradigm is more autonomous than one that
follows a rule-based system or an evaluation of leaves of a game
tree because its strategy comes from the mathematical
underpinnings of the game itself.</p>
      <p>
        We have used this approach in the past on a different game,
called Football Strategy [
        <xref ref-type="bibr" rid="ref3">8</xref>
        ], where the rules of the game can be
viewed as a normal-form game, in the game-theoretic sense. By
applying concepts of Nash Equilibria, our agent created a mixed
strategy that made it competitive against top human players.
      </p>
      <p>In this paper we focus on the two-player strategy card game
Battle Line, published by GMT Games in 2000 [1]. We have
developed an agent named “Deep Barca” that plays this game by
exploiting the underlying probabilistic and logical nature of the
card game.
2</p>
    </sec>
    <sec id="sec-4">
      <title>DESCRIPTION OF THE GAME</title>
      <p>In Battle Line there are two decks of cards: Troop cards and Tactic
cards. Most of the game is played using the Troop cards, which is
a deck of 60 cards consisting of the numbers 1-10 in six different
colors. On their turn, players play a Troop card from their hand on
one of nine flags. Each player will eventually place three cards on
each of nine flags. The three card hand that is formed is called a
formation. (See Figure 1 for an example of what flags and
formations look like). The player with the better formation will
claim the flag. Winning the game requires claiming 5 of the 9 flags
or any 3 flags in a row.
2.1</p>
    </sec>
    <sec id="sec-5">
      <title>Evaluating Formations</title>
      <p>The values of the formations correspond to three-card poker hands.
The order in which cards are played does not matter; the cards in
the final formation are evaluated collectively. The ranks of the
different formations are as follows (the actual game uses military
terminology for these ranks, but we have translated them into
terminology that is closer to that used in poker to aid
understanding).</p>
      <p>A straight flush is the highest possible hand. It consists
of three cards, all the same color, in consecutive order
(for example, the 7, 8, and 9 of Blue).</p>
      <p>A three of a kind is the next highest hand, consisting of
three cards of the same number (for example, the red,
blue, and green 8).</p>
      <p>A flush is three cards of the same color, but with no
relationship among the numbers (for example, the
Yellow 1, 4,and 8).</p>
      <p>A straight is three cards in consecutive order, but with no
relationship among the colors (for example, a Red 2,
Orange 3, and Purple 4).</p>
      <p>A nothing is the lowest formation, and is any collection
of cards that does not fit one of the above rankings. (for
example, a Red 2, Orange 4, and Blue 6). Note that a
single pair (for example, a Green 2, Blue 2, and Orange
7) counts as a nothing.</p>
      <p>When both players have completed formations, if one player’s
formation is a higher rank, that player wins. If two players have
the same rank, then the highest total wins (so a three of a kind with
7’s beats a 3 of a kind with 4’s). If two players have the same rank
and the same total, whoever finishes their hand first wins the flag.
In practice among skilled players, most flags are won with a straight
flush or three of a kind.
2</p>
      <p>Figure 1 illustrates some of these situations. In the leftmost
column, the top player has a straight flush, which beats the
opposing three of a kind. In the second column, both players have
flushes, but the top one totals to 18 and will beat the bottom’s total
of 12.</p>
      <p>The third column of Figure 1 shows a situation where the top
player has played the best possible hand-- the highest possible
straight flush (10, 9, 8) that is finished first. Once the player plays
the final card of this formation, it cannot be beaten. When this
situation occurs, a player is allowed to claim a flag at the beginning
of their next turn, even before the opponent has competed their
three card hand on the flag. This prevents the opponent from
playing any more cards on the flag and is a powerful move, as it
reduces the available number of places for the opponent to play
cards.</p>
      <p>It is also possible in other situations to use the state of the
board to prove that a player will not be able to beat a completed
formation no matter what Troop cards are played. For example, in
the fourth column of Figure 1, the top player has completed a
straight totaling 27. The best formation the bottom player could
possible complete is a straight totaling 9. In this case, the player is
also allowed to claim the flag at the start of their next turn.</p>
      <p>This situation can also arise when a needed card exists
elsewhere on the board. In the rightmost formation of Figure 1, the
bottom player has two cards towards a straight flush, which if
completed would win the flag. However, the cards that can
complete the straight flush have already been played (the 8 in the
third column and the 5 in the same column by the top player). In
this case, the best formation that can be completed by the bottom
player is a flush, which will lose to the top player’s three of a kind,
and so the top player can claim this flag at the start of their turn.
2.2</p>
    </sec>
    <sec id="sec-6">
      <title>Tactics Cards</title>
      <p>The deck of 10 Tactics cards provides “special” cards that can bend
the rules of the game in various ways. Some are wild cards (and
thus can take on a variety of colors or numbers depending on what
makes the best possible formation), some change the resolving
rules of a flag (for example, making the hands consist of 4 cards
instead of 3, or turning all hands into “nothings” so only the highest
total wins), and some change the positions of the cards (allowing a
player to move their cards between flags, or steal a card from an
opponent’s formation). The possibility of an opponent responding
to a completed formation with a Tactic card play is the main reason
why flags are claimed at the start of the claimers turn.</p>
      <p>Tactic cards operate under two important restrictions. First, if
a player chooses to draw a Tactic card, they do so instead of
drawing a Troop card for that turn. This reduces the player’s hand
of playable Troop Cards. Second, a player is not allowed to have
played more than one Tactics card beyond what their opponent has
played. So, if Player A had played two Tactics cards, and Player B
had only played one, Player A would not be able to play another
Tactics card until Player B has played a second one.
Before intelligently deciding on the best moves, it is necessary to
develop a program that enforces the rules of the game. Many of
those rules are straightforward. The most complex involves when
a flag can be claimed.</p>
      <p>As stated in the previous section, flags can be claimed by a
player at the start of their turn if it can be proven that no possible
set of cards the opponent can play will beat the player’s formation.
To determine this, when a formation is finished, the program
determines the set of superior formations: formations that can beat
the formation that was just completed. Then, the set of possible
cards that can complete the formation are examined. These are
cards that are currently not on the board (though they may be in
player’s hands). If any superior formation can be completed by
adding these cards to it, then that formation is feasible. A flag can
only be claimed if all superior formations are infeasible.
3.2</p>
    </sec>
    <sec id="sec-7">
      <title>The Probabilistic Model for Decision Making</title>
      <p>Deep Barca uses a general probabilistic model for decision making
to play Battle Line. Each turn, for each card in its hand and for each
flag that card could be placed on, the agent evaluates the probability
of winning the game if the card being considered is placed on the
flag being considered. It then chooses the option that maximizes
this probability. Calculating the probability of winning the game
for each move is a three-part process.</p>
      <p>First, for each flag the agent calculates the top four formations
that each player could make on the flag. These are the four strongest
formations that could possibly be made, given the Troop Cards
remaining in the agent’s hand and the cards left in the deck of Troop
Cards.</p>
      <p>Next, the agent calculates the probability of winning each flag
given the move under consideration. We categorize each flag in one
of the following three ways:
a) If neither player has played a card towards a formation
on the flag, we simply say the probability of winning
the flag is 50%.
b) If both players have played at least one card towards a
formation on the flag, we calculate the probability of
winning the flag via what we call the Multiple
Formation Approach, or MFA, described in the next
section.
c) If one player has played at least one card towards a
formation on the flag, but the other player has yet to
play a card, we use a mix of the MFA from above and
the Best Single Formation Approach, or BSFA, also
described in the next section.</p>
      <p>Lastly, we calculate the probability of winning the game as a
function of the probabilities of winning each of the nine flags. Since
we have two different win conditions (winning five out of nine, and
winning three adjacent flags) we take the weighted average of the
probabilities of winning via each of these two conditions as a
function of the number of cards left in the Troop Deck. Thus, in the
beginning of the game, the agent is far more concerned with simply
winning the majority of the flags since this goal in practice entails
doing as well as possible on as many flags as possible. Near the end
of the game, the agent is more concerned with winning three
adjacent flags and will even willingly sacrifice a fringe flag if it
means winning three in a row somewhere else.</p>
    </sec>
    <sec id="sec-8">
      <title>3.3 The MFA and BSFA Methods</title>
      <p>The Multiple-Formation Approach (MFA) is designed to estimate
the best hands that can be created once both players have committed
to a hand. It is computed for each of the agent’s top four formations
computed above. For each potential final formation, the agent finds
the probability of winning via that formation (the probability of
making that formation multiplied by the probability of that
formation not being beaten by the opponent). The probability of the
agent winning that flag is the union of the probabilities of winning
via each of its top formations.</p>
      <p>Table 1 shows what these probabilities would look like in the
situation where the agent has played a 9 on a flag, and the opponent
has played a 4 of a different color. For this table, we assume that
no cards in any useful formation exists in the player’s hand or on
any other flag. The top two formations the agent can make using
the 9 are straight flushes (10-9-8 and 9-8-7). If these are
successfully made, the opponent cannot possibly beat them using
the 4 that was committed to its flag. The next highest formation is
three nines. This involves the agent drawing any two of the five
remaining nines in the deck, but can be beaten if the opponent
draws any of the three possible straight flushes using the 4. The
fourth highest formation is a flush totaling 26 (10-9-7). This loses
not only to any straight flush, but also to any three 4’s.</p>
      <sec id="sec-8-1">
        <title>Formation Probability Probability Chance</title>
        <p>of Making of Opponent to win</p>
        <p>beating flag
SF 10-9-8 .25 0 .25
SF 9-8-7 .25 0 .25
9-9-9 .82 .58 .35
Flush 26 .25 .94 .02</p>
        <p>Table 1: A sample table used in the MFA for a 9 vs a 4 on an
empty board. For details of how the probabilities are computed,
see section 3.4</p>
        <p>In our experiments, we found that the MFA approach did not
work well on flags where one player had not played any cards. This
was because on an empty flag all of the top formations in the game
are still theoretically possible. Once a card is played on a flag, the
space of potential formations is drastically reduced-- instead of
being able to create any feasible formation, now only formations
that include the played card can be considered. This had the effect
of making the agent undervalue playing cards on empty flags. The
reason for this is that the MFA does not take into account the need
of a player to play a card on a flag (usually reducing the potential
value of the formations that can be made on the flag) each turn.
Instead, the probability is based on whether the formation can be
made by the end of the game.</p>
        <p>Thus, to make the agent less pessimistic, in situations where
one of the two flags had no cards played, we implemented the Best
Single Formation Approach (BSFA). In the BSFA, we find the
single best possible formation for the player with no cards and then
evaluate the chances of winning the flag if that formation was
played vs the top four formations of the player who has played
cards. This simulates the potential “goal” of the opponent who sees
a card played and is trying to beat what our agent is trying to do.</p>
        <p>The BSFA on its own yields very narrow decision making
because the agent will not even consider many decent or adequate
formations (since they are not the single best formations that could
be made). Often even subpar formations are enough to yield a
victory on a particular flag. The MFA on its own is weak as well
since it is heavily biased in favor of the player who has yet to play
a card on the flag. This is due to the fact that all of the top
formations generated for that player are simply the very strongest
formations in the game since the player has yet to commit any card
that would narrow his or her options. Using a mix of these two
approaches, our agent makes much better decisions than it would
using either approach by itself.
3.4</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Evaluating Formations Probabilistically</title>
      <p>In both the MFA and BSFA models described above, the agent
needs to determine the likelihood of whether one formation will
defeat another, especially in a situation where the formations are
currently incomplete, and the cards needed to complete the
formation will need to be drawn from the deck. We use the
following probabilities to aid our calculations:</p>
      <p>If a card is present on the board, and is in the formation,
it has a 100% probability of being part of the final
formation.</p>
      <p>If a card is present on the board but is part of another
flag, it has a 0% probability of bring part of the final
formation.</p>
      <p>If a card is not present on the board but is in the agent’s
hand, then the agent gives a 100% chance of that card
being a part of the formation if the desired formation
belongs to the agent and a 0% chance of the card being
part of the formation if the desired formation belongs to
the opponent.</p>
      <p>If the card is not present in the board or in the agent’s
hand, the card must be drawn to be useful. The cards in
the Troop deck are assumed to be split evenly among
both players. The probability of the agent drawing a
needed card is their share of the Troop deck divided by
the total number of unseen cards (both in the Troop
deck and the opponent’s hand). The complement of that
probability is the probability that the opponent will draw
(or has drawn) that card. Notice that the agent will do
this calculation even if the card is actually in the
opponent’s hand, since the agent has no legitimate way
of knowing this fact.</p>
    </sec>
    <sec id="sec-10">
      <title>3.5 Discarding on a Lost Flag</title>
      <p>The above probabilistic behavior forms the bulk of our agent, and
thus it chooses moves largely autonomously within the models it is
given. However, our models do not cover some areas. Thus, there
is a need to develop approaches for these specific situations. Even
here, we attempted to make the decisions as autonomous as
possible, avoiding low-level pre-programmed rules.
4</p>
      <p>The first situation arises in the turn before claiming a flag.
Recall that a flag is claimed at the start of a turn, meaning that in
the normal course of events, the opponent has a turn to react
between the playing of a card that will win a flag and the actual
claiming of it. This turn exists to give the opponent a chance to
play a Tactics card that may result in changing the resolution of a
flag. But even if the player cannot or does not wish to play a Tactics
card, they must take a turn. This turn often has rich strategic depth.</p>
      <p>Since a flag that is claimed is ineligible to be played upon by
either player, even if the formation is incomplete, it usually
behooves the player about to lose the flag to play a card on the flag
that is about to be lost. This “discarding” action has several
benefits:</p>
      <sec id="sec-10-1">
        <title>Since playing a card on a flag often decreases the</title>
        <p>possible formations that can be formed, it is usually
beneficial to delay committing to a flag as long as
possible. Playing a card on the flag that is about to be
claimed helps delay decisions about other flags.</p>
        <p>Since proving a flag is unbeatable often involves using
cards already played on the board as a reference,
discarding is a good chance to play a card that will help
a later proving effort.</p>
        <p>Since once the flag is claimed the flag will become
unplayable, not playing on the flag before it is claimed
will mean the owner of the losing flag will have less
total spaces to play on in the game (and thus have less
total options in the game). This loss of tempo is
especially noticeable at the end of the game, since it is
possible for one player to have no legal places to play a
card and be forced to pass.</p>
        <p>Deep Barca handles the situation in which it is about to lose a
flag in a different way than it handles the normal course of the
game. If it recognizes (via its internal proving mechanism) that it
is about to lose a flag, it attempts to find a card to discard. The
decision of which card to dump is made by creating a set of
“wishlists”-- cards that each possible formation (for each player)
are hoping to draw or to play on a flag. The agent will choose a
card that appears most frequently on the opponent’s wishlist and
least frequently on its own. The hope is that this discarding action
will thus not adversely affect any of the top formations the agent is
trying to make but possibly will aid in proving that a formation the
opponent is trying to make is impossible.</p>
        <p>These wishlists are also used by the agent to resolve conflicts
where a single card is one of the top formations on multiple flags.
By noting what cards are desired by the agent in other places, we
reduce the probability that such a card will be available on the
conflicted flag.</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>3.6 Drawing and Playing Tactics Cards</title>
      <p>In addition to the Troop deck, Battle Line has a deck of Tactics
Cards. These cards do many different things, and if played at the
right time, can swing the ownership of a flag from one player to
another, for example by playing a wild card to complete a formation
that would be proven impossible using played Troop cards. The
agent has two decisions regarding Tactics cards. The first decision
is deciding when to draw one. The agent will be drawing a Tactics</p>
      <sec id="sec-11-1">
        <title>MAICS 17, April 2017, Fort Wayne, IN, USA</title>
        <p>card instead of a Troop card, and since there are limitations on how
many Tactics cards can be played, it is not a good idea to have an
excess. The second decision is when to play one. Since there are
limitations on the frequency of playing these cards, the timing of
the play should be carefully considered.</p>
        <p>Since the different Tactics cards are so different and the
situations in which they can be played are so different, we had to
resort to several ad-hoc rules:</p>
        <p>If playing a Tactic card could win the agent the game,
play it.</p>
        <p>If the agent is about to lose a flag, and the loss can be
prevented by the play of a Tactics card, play it if it
raises the agent’s chance of winning the flag to over
50%, or if losing the flag would lose the game.</p>
        <p>Other than that, except for very specific situations relating to
specific cards, the agent will not play a Tactics card. This has the
result of the agent being rather conservative with their Tactics
cards, which mirrors the way they tend to be used by expert-level
humans.</p>
        <p>Similarly, the agent will draw Tactics cards defensively. If it
determines that the opponent is one card away from winning a flag
that can only be beaten by a Tactics card, it will draw one. It will
draw a second if the opponent has two or more cards or if the one
tactic card the agent possesses is one of the “less useful” ones. In
either case, the agent will not draw a Tactics card that it cannot
play.
4</p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>RESULTS</title>
    </sec>
    <sec id="sec-13">
      <title>4.1 Evaluating the Quality of Deep Barca</title>
      <p>We evaluated the quality of our agent against computer and
human players. To the best of our knowledge, there is only one
other computer agent, which is the IOS App Reiner Knizia’s
Battleline, by Gourmet Gaming [6] We played a best-of-three
match, in which our agent handily won 2-0. In one of the games,
our agent won without losing a flag. Against human players, we
tested against a group of 5 experienced human players, and the
agent won about 50% of the time. One of the authors is a former
three-time world champion at Battle Line [2] at the World
Boardgaming Championships [3]. We played a 10 game series, in
which Deep Barca won three of the games.</p>
      <p>With these results we can confidently say that our agent can
competitively play against even the very best human Battle Line
players. Also, our agent was able to make its decision for each turn
in between a tenth of a second and one second, which is far faster
than a human player could play. This is encouraging, since it leaves
the option for more complex decision-making without those
decisions taking an undue amount of time.</p>
    </sec>
    <sec id="sec-14">
      <title>4.2 Emergent Behavior</title>
      <p>Since our agent generally followed a general mathematical model
for decision making, we often found that it would make moves that
went against our immediate human intuition. In our experiments,
we found some emergent behaviors that were particularly
noteworthy.</p>
      <p>Eight &gt; Ten: We noticed that early in the game, on an empty
flag, the agent often chose to play an 8 on the flag when it could
also play a 10. Most high level human players would prefer a Troop
Card with value 10 to a Troop Card with value 8, all else equal. The
10 is a higher value, and thus potentially can make hands with
higher totals than the 8. However, the 8 is eligible for more straight
flushes (10-9-8; 9-8-7; 8-7-6 as opposed to just 10-9-8), which are
the strongest formations. Because of this, our agent’s preference of
an 8 over a 10 is not necessarily bad, and many human players even
have this preference. We were pleased to see this behavior emerge,
as it was unexpected and not caused by direct human intervention.</p>
      <p>Playing low-value viable formations: If the agent has two
cards toward a straight flush (for example, the 5 and 6 of red), and
the opponent has two cards towards a three of a kind (for example,
two 7’s), the agent would often give up on the straight flush, going
all the way down to a straight (for example, playing a blue 4). This
was especially common in situations where many of the cards of
the opposing three of a kind were already played (and thus making
the three of a kind less likely) or in situations where there was just
one possible card that would complete the straight flush.</p>
      <p>At first glance, it appeared that the agent was making a mistake
giving up a flag so easily. But in reality, once two cards of the same
value are played on a flag, the only possible outcomes are a three
of a kind or a nothing. The agent has recognized this fact and
decided to create a formation that can only be beaten by the
opponent drawing the card to complete their three of a kind.</p>
      <p>While the actual usefulness and timings of these moves against
top players can be debated, the ability to find these kinds of moves
without having the strategies directly programmed in validates our
approach to make the agent largely autonomous and based on
underlying mathematical principles.
5</p>
    </sec>
    <sec id="sec-15">
      <title>FUTURE WORK</title>
      <p>There are many possible improvements we could make to the agent
to strengthen quality of play and reduce ad hoc decision making
even further.</p>
      <p>We would like to improve the way the agent draws and plays
Tactics cards to be less ad-hoc.</p>
      <p>We would like to improve the agent’s ability to make
longerterm decisions. Since we evaluate the quality of each move based
only on the game state one turn in the future, the agent can often
miss moves involving multiple Tactic Cards used together, since
the play of any of the cards by itself is weak.</p>
      <p>The agent’s ability to handle the scenario in which multiple
flags are being claimed at the same time is very weak. We would
like to be able to evaluate which of the claimed flags are worth
fighting for and which of the flags might be too detrimental to lose,
but currently we do not.</p>
      <p>Our agent keeps the top four possible formations in its MFA
model of rating a flag, mainly for efficiency reasons. We would
like to examine what would happen if that number was increased.</p>
      <p>Since our agent evaluates its moves so quickly, it would be
interesting to see if it would be possible to incorporate some
lookahead search into the agent, even if just for one or two moves.</p>
    </sec>
    <sec id="sec-16">
      <title>ACKNOWLEDGMENTS</title>
      <sec id="sec-16-1">
        <title>This work was partially sponsored by the National Science</title>
        <p>Foundation’s Research Experience for Undergraduates Program,
online</p>
      </sec>
    </sec>
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