在四人纸牌游戏Big 2中,强化学习模型通过自对弈实现高效训练。
Self-Play Reinforcement Learning under Imperfect Information in Big 2

- 采用自对弈框架,统一环境与训练条件对比不同强化学习算法
- PPO算法在随机、贪心和启发式对手上均优于Q类方法
- 适度熵正则化提升性能,当前策略自对弈优于固定对手训练
不完全信息多人博弈考验智能体在隐藏信息、稀疏奖励和非平稳对手下的决策能力。本文研究四人不完全信息纸牌游戏Big 2中的挑战。提出一种适用于Big 2的自对弈强化学习框架,实现策略梯度与价值近似算法的可控对比。在统一环境、输入表示、训练预算与评估协议下,PPO在面对随机、贪心及启发式对手时表现优于蒙特卡洛Q近似、SARSA与Q-learning。进一步发现,适度熵正则化可防止策略过度确定化,从而提升PPO性能;而基于当前策略的自对弈相比检查点自对弈或固定对手训练,能提供更优的有限预算课程。这些结果表明,Big 2是研究深度强化学习在不完全信息、多人交互、延迟奖励与可变动作集场景下的理想受控实验平台。
原文摘要 · Abstract (English)
Imperfect-information multiplayer games test whether agents can act under hidden information, sparse rewards, and non-stationary opponents. We study these challenges in Big 2, a four-player imperfect-information card game. We develop a self-play RL framework for Big 2 that enables controlled comparisons between policy-gradient and value-approximating agents. Under a common environment, input representation, training budget, and evaluation protocol, PPO outperforms Monte Carlo Q approximation, SARSA, and Q-learning against random, greedy, and heuristic Big 2 opponents. We further find that moderate entropy regularization improves PPO by preventing the policy from becoming overly deterministic, and that current-policy self-play provides a stronger finite-budget curriculum than checkpoint self-play or fixed-opponent training. Together, these results show that Big 2 is a useful controlled setting for studying deep RL under imperfect information, multiplayer interaction, delayed rewards, and variable action sets.
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