# DanZero+: Dominating the GuanDan Game through Reinforcement Learning

arXiv: https://arxiv.org/abs/2312.02561 · HTML: https://mlsanity.com/paper/2312.02561/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 45 references that are in the map.
- First posted on arXiv 5 Dec 2023.

## Builds on (most cited first, 19 of 19)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Mastering Complex Control in MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1912.09729/) (2019)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1811.00164/) (2018)
- [Opponent Modeling in Deep Reinforcement Learning](https://mlsanity.com/paper/1609.05559/) (2016)
- [Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning](https://mlsanity.com/paper/1809.02121/) (2018)
- [Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1811.01458/) (2018)
- [DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning](https://mlsanity.com/paper/2106.06135/) (2021)
- [Suphx: Mastering Mahjong with Deep Reinforcement Learning](https://mlsanity.com/paper/2003.13590/) (2020)
- [General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms](https://mlsanity.com/paper/1802.10363/) (2018)
- [Single Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1901.07621/) (2019)
- [DouZero+: Improving DouDizhu AI by Opponent Modeling and Coach-guided Learning](https://mlsanity.com/paper/2204.02558/) (2022)
- [DanZero: Mastering GuanDan Game with Reinforcement Learning](https://mlsanity.com/paper/2210.17087/) (2022)

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

- [Evaluating and Enhancing LLMs Agent based on Theory of Mind in Guandan: A Multi-Player Cooperative Game under Imperfect Information](https://mlsanity.com/paper/2408.02559/) (2024)
- [Enhancing Commentary Strategies for Imperfect Information Card Games: A Study of Large Language Models in Guandan Commentary](https://mlsanity.com/paper/2406.17807/) (2024)
- [RL-LLM-DT: An Automatic Decision Tree Generation Method Based on RL Evaluation and LLM Enhancement](https://mlsanity.com/paper/2412.11417/) (2024)
- [Mastering the Game of Guandan with Deep Reinforcement Learning and Behavior Regulating](https://mlsanity.com/paper/2402.13582/) (2024)
- [Reinforcement Learning-based Threat Assessment](https://mlsanity.com/paper/2503.02612/) (2025)
- [Eval-PPO: Building an Efficient Threat Evaluator Using Proximal Policy Optimization](https://mlsanity.com/paper/2503.12098/) (2025)

## Abstract (arXiv)

The utilization of artificial intelligence (AI) in card games has been a well-explored subject within AI research for an extensive period. Recent advancements have propelled AI programs to showcase expertise in intricate card games such as Mahjong, DouDizhu, and Texas Hold'em. In this work, we aim to develop an AI program for an exceptionally complex and popular card game called GuanDan. This game involves four players engaging in both competitive and cooperative play throughout a long process to upgrade their level, posing great challenges for AI due to its expansive state and action space, long episode length, and complex rules. Employing reinforcement learning techniques, specifically Deep Monte Carlo (DMC), and a distributed training framework, we first put forward an AI program named DanZero for this game. Evaluation against baseline AI programs based on heuristic rules highlights the outstanding performance of our bot. Besides, in order to further enhance the AI's capabilities, we apply policy-based reinforcement learning algorithm to GuanDan. To address the challenges arising from the huge action space, which will significantly impact the performance of policy-based algorithms, we adopt the pre-trained model to facilitate the training process and the achieved AI program manages to achieve a superior performance.
