Unsound Search with Policy and Value Networks in Legends of Code and Magic
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Abstract (arXiv)
Decision-time search in perfect and imperfect information games with enumerable belief states are effective methods for game AI. Collectible card games are imperfect information games with large belief states. Legends of Code and Magic is a collectible card game competition where the belief states are 2101. The Legends of Code and Magic (LoCM) champion, ByteRL, plays with no search. Other works claim sound enumeration-based search is unusable in the genre due to the number of belief states. We measured three previously defined properties that predict where theoretically unsound perfect information Monte Carlo's defects are cheap and found LoCM sits in the favorable region. Starting with imitation learning of the runner-up policy, NeteaseOPD, we created a policy and value feed-forward network. Our agent searches over worlds sampled from a prior over the opponent's deck built from the runner-up's drafts. Using our strictest configuration in the battle phase we beat ByteRL with a win percentage of 51.35% 95% CI [50.37, 52.33], over 10,000 pre-registered games using the LoCM official referee and time limit. Search is not a minor factor on the matchup between our agent and ByteRL. Without search this agent scores 26.8% and adding search adds +24.6 points. Unsound search in imperfect information games could be exploitable. We replicate a published best-response attack against ByteRL. We then apply the same attack protocol to two search configurations of our agent, and each one resists it better than ByteRL at every iteration. In LoCM unsound search gives us a stronger and more resilient agent.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 8 of its 22 references that are in the map. First posted on arXiv 6 Sep 2026.
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References · 8
- 2017DeepStack: Expert-Level Artificial Intelligence in No-Limit Pokercited by 233
- 2020Combining Deep Reinforcement Learning and Search for Imperfect-Information Gamescited by 114
- 2022Adversarial Policies Beat Superhuman Go AIscited by 29
- 2021Student of Games: A unified learning algorithm for both perfect and imperfect information gamescited by 23
- 2018Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithmscited by 13
- 2023Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Playcited by 10
- 2023Summarizing Strategy Card Game AI Competitioncited by 7
- 2024Learning to Beat ByteRL: Exploitability of Collectible Card Game Agentscited by 1
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- 2025Code World Models for General Game Playing
- 2026Self-Play Search Distillation for Large Language Model Reasoning
- 2024Mastering Board Games by External and Internal Planning with Language Models
- 2026Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games
- 2025Implicit Search via Discrete Diffusion: A Study on Chess
- 2024Can Large Language Models Play Games? A Case Study of A Self-Play Approach
- 2026Self-Play Reinforcement Learning under Imperfect Information in Big 2
- 2026Engineering Efficient Self-Play Chess: Search, Replay, and Throughput Under Limited Compute