Instilling virtuous behavior in artificial intelligence has seen increasing interest. One of the techniques proposed is known as affinity-based reinforcement learning, which uses policy regularization on the objective function to incentivize virtuous actions without being fully dependent on the reward function design. Thus far, this technique has been demonstrated to be effective in grid worlds and toy-problem environments with minimal state and action spaces. To expand this research to more sophisticated environments, we introduce a two-player multi-agent environment based on the role-playing board game known as Fog of Love. In this environment, two agents compete to fulfill their individual virtues, while also cooperating to satisfy their relationship. Given the multi-agent nature, this is a complex problem where multi-agent deep deterministic policy gradient agents neither compete nor cooperate successfully. We present evidence that localized affinities enhance agent performance in achieving both competitive and cooperative objectives, resulting from superior overall scores in both domains. This not only results in virtuous choices but also clarifies an agent's teleology and makes its behavior human-level interpretable.
Riichi Mahjong is a multi-player, imperfect-information game characterized by stochasticity and high-dimensional state spaces. These attributes present a unique combination of challenges that mirror complex real-world decision-making problems in reinforcement learning. While prior research has heavily relied on supervised learning from human play logs to pre-train the policy, algorithms capable of learning \textit{tabula rasa} (from scratch) offer greater potential for general applicability, as evidenced by the AlphaZero lineage. To facilitate such research, we introduce \textbf{Mahjax}, a fully vectorized Riichi Mahjong environment implemented in JAX to enable large-scale rollout parallelization on Graphics Processing Units (GPUs). We also provide a high-quality visualization tool to streamline debugging and interaction with trained agents. Experimental results demonstrate that Mahjax achieves throughputs of up to \textbf{2 million} and \textbf{1 million steps per second} on eight NVIDIA A100 GPUs under the no-red and red rules, respectively. Furthermore, we validate the environment's utility for reinforcement learning by showing that agents can be trained effectively to improve their rank against baseline policies.
Abigail O'Neill, Alan Zhu, Mihran Miroyan +2cs.AI cs.CL
Language Model (LM)-based agents remain largely untested in mixed-motive settings where agents must leverage short-term cooperation for long-term competitive goals (e.g., multi-party politics). We introduce Cooperate to Compete (C2C), a multi-agent environment where players can engage in private negotiations while competing to be the first to achieve their secret objective. Players have asymmetric objectives and negotiations are non-binding, allowing alliances to form and break as players' short-term interests align and diverge. We run AI only games and conduct a user study pitting human players against AI opponents. We identify significant differences between human and AI negotiation behaviors, finding that humans favor lower-complexity deals and are significantly less reliable partners compared to LM-based agents. We also find that humans are more aggressive negotiators, accepting deals without a counteroffer only 56.3% of the time compared to 67.6% for LM-based agents. Through targeted prompting inspired by these findings, we modify agents' negotiation behavior and improve win rates from 22.2% to 32.7%. We run over 1,100 games with over 16,000 private conversations totaling 15.2 million tokens and over 150,000 player actions. Our results establish C2C as a testbed for studying and building LM-based agents that can navigate the sophisticated coordination required for real-world deployments. The game, code, and dataset may be found at https://negotiationgame.io/c2c.