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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Deep neural network design for learning Kriegspiel, an imperfect information game</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Göttingen</institution>
          ,
          <addr-line>37073 Göttingen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of KwaZulu-Natal</institution>
          ,
          <addr-line>Westville Durban 3630</addr-line>
          ,
          <country country="ZA">South Africa</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>State of the art Artificial Intelligence (AI) systems perform well on various types of games with perfect information. However, in many real-life settings only limited information about opponents is provided. In this paper, an architecture for an agent for an imperfect information game, Kriegspiel chess, is proposed. The architecture uses Deep Reinforcement Learning and learning by self play. We encode the state of the board and information on previous moves in an 8x8x27 layered Neural-Network. In order to select the best possible action, a Deep Counterfactual Regret Value minimization algorithm is used. Neural Networks are trained using self play in a tournament setting.</p>
      </abstract>
      <kwd-group>
        <kwd>Kriegspiel</kwd>
        <kwd>Imperfect Information</kwd>
        <kwd>Self Play</kwd>
        <kwd>Information State</kwd>
        <kwd>Counter Factual Regret</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In imperfect information games players only observe their information state, Ut, and
generally do not know which exact game state, St, they are in. While the game state is
the state of the entire game, e.g. all pieces on a chessboard at a particular time, the
information state contains only the information that is available to a player at a given
time. The player may form beliefs, P(St|Ut), which are generally affected by fellow
players’ strategies at preceding states, Sk, k&lt;t [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Game solving agents take advantage
of a concept called subgame solving. A subgame is a potential state of the game that is
initiated by a specific action, thus creating a new game to be solved. Building artificial
intelligence agents to play games with imperfect information is particularly difficult
because an optimal strategy for a subgame cannot be determined from that subgame
alone as the AI is unable to determine exactly which subgame it is in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        The game of Kriegspiel (German: war game) is a chess variation that limits the
players’ vision to their own pieces while following the same set of rules. If a player captures
an opponent’s piece, the opponent will learn that he or she lost a piece, but not by which
piece it was captured. A referee is used to determine whether a move is allowed or not
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Gathering real-life data for training agents to play chess-like games is costly and
prone to passing on human mistakes. A solution to these problems is using self play to
gather training data by allowing the agent to play many games against itself and
learning using reward and punishment. By removing the human element, the AI can achieve
near perfect results as shown [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Libratus is an AI that can compete against professional
poker players which combines game abstraction and the Counter Factual Regret (CFR)
Algorithm. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
      </p>
      <p>Developing agents that play games with imperfect information is particularly
challenging as the state of the game and effect of moves cannot be predicted. This project
will seek to develop artificial intelligence techniques to train agents to play such games.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Design</title>
      <p>Within the Kriegspiel environment the observation state is the source of information
from which the agent will determine how to interact with the board. The observation
uses an 8x8x27 stack with each 8x8 layer representing positions on the game board.
The first 8 layers shows the agents current information such as pieces on their respective
positions. The next 20 layers are used to show previous actions played. The output layer
of the Neural Network will yield a list of Counterfactual Regret Values associated with
all possible moves in a given game state.</p>
      <p>
        A Deep CFR algorithm will be used to perform action selection. CFR performs two
main actions. First, it defines a new notion of state-action value, the counterfactual
value. Then it performs a decomposed regret minimization procedure (based on these
Counterfactual values) at every information state that works together to minimize an
average regret, the total regret is stored in a table and the policy is constantly updated
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Deep Counterfactual Regret minimization uses a deep Neural Network to store the
total regret, replacing the table used in the traditional CFR algorithm. This will produce
the total average regret at the given state of the game. This value is passed into the CFR
algorithm to produce an action, the action is played out and a new observation is read.
This process is repeated until a terminal state is reached providing the players with an
appropriate reward and terminating the game. Training data will be collected using Self
Play on the best network in numerous iterations. After each action of each game, the
observation state, action played and winner will be stored and used for retraining.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>
        The idea behind creating game playing agents is to test the effectiveness of certain
techniques in simulate environments. Since games like chess include a lot of strategic
decisions, gathering training data from human players is challenging and costly. In
many real-world situations there is imperfect information. Important strategic decisions
need to be made without having full real-life knowledge. Regret algorithms have been
used to deal with this problem. The large search space of Kriegspiel have made the
standard tabular version of Counterfactual Regret minimizations impractical. This is
dealt with by using a deep neural network with the architecture inspired by AlphaZero.
In this project, we aim to solve Kriegspiel chess by using the OpenSpiel framework [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
to build a deep reinforcement learning architecture.
      </p>
    </sec>
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