Ranjit Raut, Aarav Subedi, Sagun Rai +2cs.AI cs.GT
Baghchal is a two-player asymmetric board game with Nepali origins where four tigers are to capture goats and twenty goats desire to keep tigers in immobility. Although Baghchal has a complex structure which is strategic, has perfect information structure, and has cultural meaning, it has not been adequately covered in deep reinforcement learning (RL) literature. This paper gives a systematic exploration of four deep RL solutions Deep Q-Network (DQN), REINFORCE, Proximal Policy Optimization (PPO) and MuZero that are trained on one side of the asymmetric gameplay of Baghchal and then evaluated on the other side. The algorithms are rated based on win rate, draw rate, average captures, training convergence and computational cost. It is experimentally found that MuZero generates the best performance in both tasks, achieving 86 percent win over these Tiger and 62 percent win over these Goat and the ability to do so is due to the model-based planning machine through the Monte Carlo Tree Search. PPO is the most realistic algorithm and is provided to be competitive over both asymmetric tasks with significantly reduced computational costs compared to MuZero. Emergent strategic behavior analysis shows that model-based strategies are optimal over long-horizon planning, whereas value-based counterparts like DQN are more biased up towards the Tiger role owing to the more substantial reward signal.
World 1-1 of Super Mario Bros is widely celebrated as a masterclass in game design: its progressive structure is credited with teaching players core mechanics through the level itself. We ask whether that structure is empirically measurable using reinforcement learning. We implement World 1-1 from scratch as a fully discrete environment and compare four algorithms -- Q-Learning, SARSA, Monte Carlo, and Deep Q-Network (DQN) -- across three progressively complex versions of the same level. Monte Carlo emerges as the strongest agent (94.9% $\pm$ 1.5% win rate), outperforming DQN (76.4% $\pm$ 3.4%) by learning to maximize intermediate rewards along winning paths rather than taking the most direct route. We then use Monte Carlo in a curriculum experiment permuting World 1-1's six canonical segments across twelve conditions. Canonical ordering converges fastest, achieves the highest learning efficiency, and is the only condition with zero catastrophic failures; no random permutation matches all three criteria simultaneously. These results provide, to the best of our knowledge, the first empirical validation that World 1-1's canonical design encodes genuine pedagogical structure: one that measurably accelerates learning and cannot be replicated by chance.