# Decision Making in Monopoly using a Hybrid Deep Reinforcement Learning Approach

arXiv: https://arxiv.org/abs/2103.00683 · HTML: https://mlsanity.com/paper/2103.00683/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 18 of its 39 references that are in the map.
- First posted on arXiv 1 Mar 2021.

## Builds on (most cited first, 18 of 18)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [A Brief Survey of Deep Reinforcement Learning](https://mlsanity.com/paper/1708.05866/) (2017)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Massively Parallel Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1507.04296/) (2015)
- [No Press Diplomacy: Modeling Multi-Agent Gameplay](https://mlsanity.com/paper/1909.02128/) (2019)
- [StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer Learning](https://mlsanity.com/paper/1804.00810/) (2018)
- [Lane Change Decision-making through Deep Reinforcement Learning with Rule-based Constraints](https://mlsanity.com/paper/1904.00231/) (2019)
- [Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning](https://mlsanity.com/paper/1904.03821/) (2019)
- [Learning to Correlate in Multi-Player General-Sum Sequential Games](https://mlsanity.com/paper/1910.06228/) (2019)

## Built on by (most cited first, 6 of 6)

- [Global Convergence Guarantees for Federated Policy Gradient Methods with Adversaries](https://mlsanity.com/paper/2403.09940/) (2024)
- [On the Global Convergence of Natural Actor-Critic with Two-layer Neural Network Parametrization](https://mlsanity.com/paper/2306.10486/) (2023)
- [On the Global Convergence of Fitted Q-Iteration with Two-layer Neural Network Parametrization](https://mlsanity.com/paper/2211.07675/) (2022)
- [Quantum Speedups in Regret Analysis of Infinite Horizon Average-Reward Markov Decision Processes](https://mlsanity.com/paper/2310.11684/) (2023)
- [Robots Influencing Humans to Reveal their Goals during Collaboration and Competition](https://mlsanity.com/paper/2609.05519/) (2026)
- [Methods and Mechanisms for Interactive Novelty Handling in Adversarial Environments](https://mlsanity.com/paper/2302.14208/) (2023)

## Abstract (arXiv)

Learning to adapt and make real-time informed decisions in a dynamic and complex environment is a challenging problem. Monopoly is a popular strategic board game that requires players to make multiple decisions during the game. Decision-making in Monopoly involves many real-world elements such as strategizing, luck, and modeling of opponent's policies. In this paper, we present novel representations for the state and action space for the full version of Monopoly and define an improved reward function. Using these, we show that our deep reinforcement learning agent can learn winning strategies for Monopoly against different fixed-policy agents. In Monopoly, players can take multiple actions even if it is not their turn to roll the dice. Some of these actions occur more frequently than others, resulting in a skewed distribution that adversely affects the performance of the learning agent. To tackle the non-uniform distribution of actions, we propose a hybrid approach that combines deep reinforcement learning (for frequent but complex decisions) with a fixed policy approach (for infrequent but straightforward decisions). Experimental results show that our hybrid agent outperforms a standard deep reinforcement learning agent by 30% in the number of games won against fixed-policy agents.
