# Generating Novelty in Open-World Multi-Agent Strategic Board Games

arXiv: https://arxiv.org/abs/2507.03802 · HTML: https://mlsanity.com/paper/2507.03802/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 5 of its 26 references that are in the map.
- First posted on arXiv 4 Jul 2025.

## Builds on (most cited first, 5 of 5)

- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Understanding deep learning requires rethinking generalization](https://mlsanity.com/paper/1611.03530/) (2016)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [A Brief Survey of Deep Reinforcement Learning](https://mlsanity.com/paper/1708.05866/) (2017)

## Abstract (arXiv)

We describe GNOME (Generating Novelty in Open-world Multi-agent Environments), an experimental platform that is designed to test the effectiveness of multi-agent AI systems when faced with novelty. GNOME separates the development of AI gameplaying agents with the simulator, allowing unanticipated novelty (in essence, novelty that is not subject to model-selection bias). Using a Web GUI, GNOME was recently demonstrated at NeurIPS 2020 using the game of Monopoly to foster an open discussion on AI robustness and the nature of novelty in real-world environments. In this article, we further detail the key elements of the demonstration, and also provide an overview of the experimental design that is being currently used in the DARPA Science of Artificial Intelligence and Learning for Open-World Novelty (SAIL-ON) program to evaluate external teams developing novelty-adaptive gameplaying agents.
