=Paper=
{{Paper
|id=Vol-2540/paper40
|storemode=property
|title=None
|pdfUrl=https://ceur-ws.org/Vol-2540/FAIR2019_paper_57.pdf
|volume=Vol-2540
}}
==None==
Deep neural network design for learning Kriegspiel, an imperfect information game Yasar Mahomed Abbas1[0000-0003-0445-6956], Anban Pillay1[0000-0001-7160-6972], Brett van Niekerk1[0000-0003-1050-4256] and Franziska Pannach2[0000-0003-4216-8410] 1 University of KwaZulu-Natal, Westville Durban 3630, South Africa 2 University of Göttingen, 37073 Göttingen, Germany Yasar.tm44@gmail.com Abstract. State of the art Artificial Intelligence (AI) systems perform well on various types of games with perfect information. However, in many real-life set- tings only limited information about opponents is provided. In this paper, an ar- chitecture 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 Net- works are trained using self play in a tournament setting. Keywords: Kriegspiel, Imperfect Information, Self Play, Information State, Counter Factual Regret. 1 Introduction 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