Measuring the Solution Strength of Learning Agents in Adversarial Perfect Information Games Zaheen Farraz Ahmad, Nathan Sturtevant, Michael Bowling Department of Computing Science University of Alberta, Amii Edmonton, AB fzfahmad, nathanst,
[email protected] Abstract were all evaluated against humans and demonstrated strate- gic capabilities that surpassed even top-level professional Self-play reinforcement learning has given rise to capable human players. game-playing agents in a number of complex domains such A commonly used method to evaluate the performance of as Go and Chess. These players were evaluated against other agents in two-player games is to have the agents play against state-of-the-art agents and professional human players and have demonstrated competence surpassing these opponents. other agents with theoretical guarantees of performance, or But does strong competition performance also mean the humans in a number of one-on-one games and then mea- agents can (weakly or strongly) solve the game? Or even suring the proportions of wins and losses. The agent which approximately solve the game? No existing work has con- wins the most games against the others is said to be the more sidered this question. We propose aligning our evaluation of capable agent. However, this metric only provides a loose self-play agents with metrics of strong/weakly solving strate- ranking among the agents — it does not provide a quantita- gies to provide a measure of an agent’s strength. Using small tive measure of the actual strength of the agents or how well games, we establish methodology on measuring the strength they generalize to their respective domains.