This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.
翻译:本研究通过系统比较基于规则、基于搜索和基于学习的策略,评估了针对Dhumbal(一种具有文化意义且信息不完全的多玩家纸牌游戏)的人工智能(AI)智能体。我们形式化了Dhumbal的游戏机制,并实现了多种智能体,包括启发式方法(激进型、保守型、平衡型、机会型)、基于搜索的方法如蒙特卡洛树搜索(MCTS)和信息集蒙特卡洛树搜索(ISMCTS),以及强化学习方法包括深度Q网络(DQN)和近端策略优化(PPO),并设置了一个随机基线。评估过程包括类别内锦标赛和随后的跨类别冠军赛。性能通过胜率、经济结果、Jhyap成功率、每轮弃牌数、风险评估和决策效率来衡量。统计显著性使用经Bonferroni校正的Welch t检验进行评估,效应量通过Cohen's d衡量,并计算95%置信区间(CI)。在1024个模拟回合中,基于规则的激进型智能体获得了最高胜率(88.3%,95% CI: [86.3, 90.3]),通过有效利用Jhyap声明,表现优于ISMCTS(9.0%)和PPO(1.5%)。本研究贡献了一个可复现的AI框架、关于部分信息下启发式方法有效性的见解以及开源代码,从而推动了AI研究并支持了文化游戏的数字保存。