# Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Play

arXiv: https://arxiv.org/abs/2303.04096 · HTML: https://mlsanity.com/paper/2303.04096/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 54 references that are in the map.
- First posted on arXiv 7 Mar 2023.

## Builds on (most cited first, 28 of 28)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Off-Policy Deep Reinforcement Learning without Exploration](https://mlsanity.com/paper/1812.02900/) (2018)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Recurrent World Models Facilitate Policy Evolution](https://mlsanity.com/paper/1809.01999/) (2018)
- [Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms](https://mlsanity.com/paper/1911.10635/) (2019)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Safe and Efficient Off-Policy Reinforcement Learning](https://mlsanity.com/paper/1606.02647/) (2016)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Fast Convergence of Regularized Learning in Games](https://mlsanity.com/paper/1507.00407/) (2015)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [Cycles in adversarial regularized learning](https://mlsanity.com/paper/1709.02738/) (2017)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [Last-Iterate Convergence: Zero-Sum Games and Constrained Min-Max Optimization](https://mlsanity.com/paper/1807.04252/) (2018)
- [Learning in games with continuous action sets and unknown payoff functions](https://mlsanity.com/paper/1608.07310/) (2016)
- [Towards Playing Full MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/2011.12692/) (2020)
- [Dreaming: Model-based Reinforcement Learning by Latent Imagination without Reconstruction](https://mlsanity.com/paper/2007.14535/) (2020)
- [Suphx: Mastering Mahjong with Deep Reinforcement Learning](https://mlsanity.com/paper/2003.13590/) (2020)
- [Actor-Critic Policy Optimization in Partially Observable Multiagent Environments](https://mlsanity.com/paper/1810.09026/) (2018)
- [Optimistic Regret Minimization for Extensive-Form Games via Dilated Distance-Generating Functions](https://mlsanity.com/paper/1910.10906/) (2019)
- [TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2011.12895/) (2020)
- [Search in Imperfect Information Games](https://mlsanity.com/paper/2111.05884/) (2021)
- [Theoretical and Practical Advances on Smoothing for Extensive-Form Games](https://mlsanity.com/paper/1702.04849/) (2017)

## Built on by (most cited first, 10 of 10)

- [Mastering Strategy Card Game (Hearthstone) with Improved Techniques](https://mlsanity.com/paper/2303.05197/) (2023)
- [Large Language Models as Agents in Two-Player Games](https://mlsanity.com/paper/2402.08078/) (2024)
- [Contrastive Learning of Preferences with a Contextual InfoNCE Loss](https://mlsanity.com/paper/2407.05898/) (2024)
- [Summarizing Strategy Card Game AI Competition](https://mlsanity.com/paper/2305.11814/) (2023)
- [Learning With Generalised Card Representations for "Magic: The Gathering"](https://mlsanity.com/paper/2407.05879/) (2024)
- [Introducing Tales of Tribute AI Competition](https://mlsanity.com/paper/2305.08234/) (2023)
- [UrzaGPT: LoRA-Tuned Large Language Models for Card Selection in Collectible Card Games](https://mlsanity.com/paper/2508.08382/) (2025)
- [Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents](https://mlsanity.com/paper/2404.16689/) (2024)
- [A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective](https://mlsanity.com/paper/2410.06299/) (2024)
- [Unsound Search with Policy and Value Networks in Legends of Code and Magic](https://mlsanity.com/paper/2609.06816/) (2026)

## Abstract (arXiv)

Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the observation spaces and the action spaces can be completely different across stages. We study a two-stage strategy card game Legends of Code and Magic and propose an end-to-end policy to address the difficulties that arise in multi-stage game. We also propose an optimistic smooth fictitious play algorithm to find the Nash Equilibrium for the two-player game. Our approach wins double championships of COG2022 competition. Extensive studies verify and show the advancement of our approach.
