Application of Self-Play Reinforcement Learning to a Four-Player Game of Imperfect Information
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Abstract (arXiv)
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an initial starting hand of 13 cards). As such it poses a challenge for many current reinforcement learning methods. We then use the recently proposed "Proximal Policy Optimization" algorithm to train a deep neural network to play the game, purely learning via self-play, and find that it is able to reach a level which outperforms amateur human players after only a relatively short amount of training time and without needing to search a tree of future game states.
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). First posted on arXiv 30 Aug 2018.
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Citing papers per year: 2026: 4.
4 papers.
- 2026Valet: A Standardized Testbed of Traditional Imperfect-Information Card Gamescited by 0
- 2026From Pixels to Digital Agents: An Empirical Study on the Taxonomy and Technological Trends of Reinforcement Learning Environmentscited by 0
- 2026Self-Play Reinforcement Learning under Imperfect Information in Big 2cited by 0
- 2026Learning to Play: Reinforcement Learning and Gamescited by 0
- 2026Learning to Play: Reinforcement Learning and Games12 Oct 2026
- 2026Self-Play Reinforcement Learning under Imperfect Information in Big 221 May 2026
- 2026From Pixels to Digital Agents: An Empirical Study on the Taxonomy and Technological Trends of Reinforcement Learning Environments25 Mar 2026
- 2026Valet: A Standardized Testbed of Traditional Imperfect-Information Card Games3 Mar 2026