Online Dominion is getting yet another online implementation!
It’s by Temple Gates Games, and they’re aiming to release it for Android, iOS, and PC. It’s unclear what will happen to the existing Shuffle IT implementation, but my guess is that they will coexist. Based on the press articles, the aim of this version is to provide the casual-friendly features that Shuffle IT promised but never delivered on, like a mobile app, and better single player experiences. Somehow, this is the first time Dominion’s IP has been given to a developer with a proven track record of mobile app development, so I’m looking forward to seeing what they do.
The part that caught my eye is that they’ll have a “neural network based AI”. Now this could mean a lot of things, and the press articles predictably don’t clarify thigns very well. Luckily, some devs are in the Dominion Discord and they answered questions others and I had about how the AI works.
Their broad approach is inspired by AlphaZero. There’s a value network and policy network. The neural net is a Transformer-based architecture, that takes in just the current game state. They’ve tried providing previous buys and didn’t see much improvement. They then do self-play rollouts with Monte Carlo Tree Search to update the model. They’ve said that with their current computation budget, the rollouts tend to reach a few turns ahead. The model only trains against itself, no attempts at seeding with human gameplay, and for now they’ve been training with a limited number of Dominion expansions. Over time, they’ve been introducing new expansions, restarting training from scratch whenever they add a new one. You can think of this as slowly increasing the difficulty of the game, as the developers get better at tuning their AI.
Overall, this makes a lot of sense to me. I’ve long believed that a strong Dominion AI is doable, but nontrivial to get right. Despite landing perfectly in the intersection of my interests, I’ve never tried starting a side project for Dominion AI because the difficulty seemed like it would require too much time investment. (The other main reason is that step 0 of any Dominion AI effort is to implement an efficient Dominion rules engine, and I really didn’t want to debug that.)
There have been a few attempts at Dominion AI. Ian Davis found some success with RL, but only played a version of the game with Province/Duchy/Estate/Gold/Silver/Copper. There was a Stanford class project that also used reinforcement learning on the Base set, successfully beating some of the bots in Dominiate. In my mind, the one that got furthest along is Provincial from 2014, which was a genetic algorithm searching over different buy strategies, along with hardcoded play rules.
There are a few reasons I believe the Temple Gates bot could do better than these projects.
Since it is part of a bigger Dominion app, the project will be around for longer. Dominion AIs are doable, but hard enough that you should expect it’ll take at least a few months to figure out, probably more in practice. Most of the side projects don’t sustain themselves for that long.
As far as I know, the Temple Gates implementation is the first one that doesn’t use hardcoded play rules. Instead, it allows the agent to choose what to do at every choice point. This is really important at high-level Dominion. It’s important enough that I wrote an article about it. One of the main reasons Dominion simulators fell out of favor was that their hardcoded card-playing heuristics stopped matching up with high level play, and this placed hard limitations on how realistic the simulations could be. Every AI attempt since then has ignored play order and had the same problem. This new approach seems like the first one that operates at a lower level of granularity, and therefore makes it the first method with the potential to match expert humans. (Doing so is a different matter entirely!)
In general, they are doing things that make sense for game AIs. Like, seriously, why has no one tried AlphaZero-style methods to Dominion before? Pure RL without any search is going to take forever to learn anything, whereas pure search doesn’t interact well with the randomness within Dominion. Something in between like AlphaZero seems good.
They have some game AI expertise already. The keldon Race for the Galaxy AI is supposed to be quite good (I’ve never gotten into RftG strategy), and keldon is helping out on this project too. So I think they already have an appreciation for some common pitfalls in game AI development. For example, laypeople like to propose tons of game heuristics that game AIs should use, but I think anyone who’s worked with game AI knows that a lot of reasonable-sounding heuristics don’t actually help for inexplicable reasons.
So, color me interested. The main dangers I see is that although Dominion doesn’t have the bluffing mechanics of poker, it does have the heavy randomness that could make it hard to get low variance estimates of win rate, creating very noisy updates during the learning process. Additionally, although they could potentially learn the engine play that dominates high-level gameplay, it seems like it could be tricky for the bot to successfully explore those options. I think it is doable, if the bot learns to play obvious engines (like Village-Wharf), and then slowly learns the less obvious engines. But it also seems likely for the bot to get stuck in the local optima of money strategies, since they’re easy to discover. They’ve mentioned the bot is already quite good at Big Money + a few action card strategies, which is a good sign given that it learned from scratch, but that’s not much above the bar of existing Dominion bots, and I believe the AlphaZero-style methods should be able to outperform that baseline. We’ll see how it does.
Beta signups are open now, so if you like Dominion, go check it out!