TY - JOUR AU1 - Anthony, Thomas AU2 - Eccles, Tom AU3 - Tacchetti, Andrea AU4 - Kramár, János AU5 - Gemp, Ian AU6 - Hudson, Thomas C. AU7 - Porcel, Nicolas AU8 - Lanctot, Marc AU9 - Pérolat, Julien AU1 - Everett, Richard AU1 - Werpachowski, Roman AU1 - Singh, Satinder AU1 - Graepel, Thore AU1 - Bachrach, Yoram AB - Abstract: Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements. TI - Learning to Play No-Press Diplomacy with Best Response Policy Iteration JF - Computing Research Repository DO - 10.48550/arxiv.2006.04635 DA - 2020-06-08 UR - https://www.deepdyve.com/lp/arxiv-cornell-university/learning-to-play-no-press-diplomacy-with-best-response-policy-tkpL1G0FOj VL - 2023 IS - 2006 DP - DeepDyve ER -