The game of monopoly is an adversarial multi-agent domain where there is no fixed goal other than to be the last player solvent, There are useful subgoals like monopolizing sets of properties, and developing them. There is also a lot of randomness from dice rolls, card-draws, and adversaries' strategies. This unpredictability is made worse when unknown novelties are added during gameplay. Given these challenges, Monopoly was one of the test beds chosen for the DARPA-SAILON program which aims to create agents that can detect and accommodate novelties. To handle the game complexities, we developed an agent that eschews complete plans, and adapts it's policy online as the game evolves. In the most recent independent evaluation in the SAILON program, our agent was the best performing agent on most measures. We herein present our approach and results.
翻译:垄断游戏是一个对抗性多试剂领域, 没有固定的目标, 只能是最后一个玩家溶剂, 有一些有用的子目标, 比如垄断地产, 并开发它们。 骰子卷、 纸笔拖曳和对手策略也有许多随机性。 当游戏中添加未知的新事物时, 这种不可预测性就变得更为糟糕了 。 鉴于这些挑战, 垄断是DARPA- SAION 方案选择的测试床之一, 旨在创建能探测和容纳新事物的代理。 为了处理游戏的复杂性, 我们开发了一个代理, 处理游戏的复杂性, 并随着游戏的演进, 将它修改成在线政策 。 在最近一次对 SAILN 方案的独立评估中, 我们的代理是大多数措施的最佳执行代理。 我们在此介绍我们的方法和结果 。