# Deceptive Games

arXiv: https://arxiv.org/abs/1802.00048 · HTML: https://mlsanity.com/paper/1802.00048/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 31 Jan 2018.

## Built on by (most cited first, 5 of 5)

- [Generative Personas That Behave and Experience Like Humans](https://mlsanity.com/paper/2209.00459/) (2022)
- [Play with Emotion: Affect-Driven Reinforcement Learning](https://mlsanity.com/paper/2208.12622/) (2022)
- [Deceptive Level Generation for Angry Birds](https://mlsanity.com/paper/2106.01639/) (2021)
- [PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2405.18123/) (2024)
- [Game Mechanic Alignment Theory and Discovery](https://mlsanity.com/paper/2102.10247/) (2021)

## Abstract (arXiv)

Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in the Video Game Description Language (VGDL) implementing specific types of deception, classified by the cognitive biases they exploit. VGDL games can be run in the General Video Game Artificial Intelligence (GVGAI) Framework, making it possible to test a variety of existing AI agents that have been submitted to the GVGAI Competition on these deceptive games. Our results show that all tested agents are vulnerable to several kinds of deception, but that different agents have different weaknesses. This suggests that we can use deception to understand the capabilities of a game-playing algorithm, and game-playing algorithms to characterize the deception displayed by a game.
