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Minibal: Balanced Game-Playing Without Opponent Modeling

arXiv:2603.23059v1 Announce Type: new Abstract: Recent advances in game AI, such as AlphaZero and Ath\'enan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently overwhelm human players, offering little enjoyment and limited educational value. This paper addresses the problem of balanced play, in which an agent challenges its opponent without either dominating or conceding. We introduce Minibal (Minimize & Balance), a variant of Minimax specifically designed for balanced play. Building on this concept, we propose several modifications of the Unbounded Minimax algorithm explicitly aimed at discovering balanced strategies. Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play, with average outcomes close to perfect balance. These results establish Minibal as a promising foundation for designing AI agents that are both challenging and engaging, suitable for both entertainment and serious games.

SpinGPT: A Large-Language-Model Approach to Playing Poker Correctly

arXiv:2509.22387v2 Announce Type: replace-cross Abstract: The Counterfactual Regret Minimization (CFR) algorithm and its variants have enabled the development of pokerbots capable of beating the best human players in heads-up (1v1) cash games and competing with them in six-player formats. However, CFR's computational complexity rises exponentially with the number of players. Furthermore, in games with three or more players, following Nash equilibrium no longer guarantees a non-losing outcome. These limitations, along with others, significantly restrict the applicability of CFR to the most popular formats: tournaments. Motivated by the recent success of Large Language Models (LLM) in chess and Diplomacy, we present SpinGPT, the first LLM tailored to Spin & Go, a popular three-player online poker format. SpinGPT is trained in two stages: (1) Supervised Fine-Tuning on 320k high-stakes expert decisions; (2) Reinforcement Learning on 270k solver-generated hands. Our results show that SpinGPT matches the solver's actions in 78% of decisions (tolerant accuracy). With a simple deep-stack heuristic, it achieves 13.4 +/- 12.9 BB/100 versus Slumbot in heads-up over 30,000 hands (95% CI). These results suggest that LLMs could be a new way to deal with multi-player imperfect-information games like poker.
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