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    Home»Machine Learning»Reinventing Monopoly with Hierarchical Reinforcement Learning: Building a Smarter Game (Part 1) | by Srinivasan Sridhar | Mar, 2025
    Machine Learning

    Reinventing Monopoly with Hierarchical Reinforcement Learning: Building a Smarter Game (Part 1) | by Srinivasan Sridhar | Mar, 2025

    FinanceStarGateBy FinanceStarGateMarch 7, 2025No Comments5 Mins Read
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    Hey everybody! I’m excited to share my journey in creating a classy Reinforcement Studying (RL) setting for the traditional sport of Monopoly. Everyone knows Monopoly isn’t nearly rolling cube and shopping for properties; it’s a sport of intricate financial technique, negotiation, and a contact of luck. This complexity makes it a great playground for exploring superior RL strategies.

    My objective was to create an setting that not solely captures the essence of Monopoly but additionally addresses the restrictions of earlier RL implementations. You’ll be able to discover the complete codebase on my GitHub repository.

    Monopoly’s dynamic interactions and wealthy decision-making context make it a difficult and rewarding area for RL analysis. Whereas earlier work, such because the groundbreaking analysis by Bonjour et al. (2022) of their paper “Hybrid Deep Reinforcement Learning for Monopoly,” demonstrated the potential of deep RL in Monopoly, their strategy confronted important hurdles:

    • Excessive-Dimensional Motion House: An enormous 2922-dimensional motion area made studying extremely inefficient.
    • Restricted Hierarchy: Lack of clear strategic and tactical separation hindered the event of nuanced methods.
    • Inefficient Dealing with of Rare Actions: Actions like buying and selling and mortgaging weren’t dealt with optimally.

    To handle these points, I developed the “Hierarchical Monopoly Atmosphere,” designed to supply a extra environment friendly and intuitive RL platform, as detailed on this Technical Research Report.

    • Hierarchical Motion Decomposition: In contrast to earlier approaches that handled all actions as a flat, high-dimensional vector, I’ve applied a hierarchical motion area. This separates selections into two distinct ranges: strategic (top-level) and tactical (sub-action).
    • Environment friendly Dealing with of Rare Actions: To streamline the setting, I’ve eliminated actions that add pointless complexity, resembling card swapping, which is never utilized in typical gameplay. This enables the agent to concentrate on core strategic selections.
    • Modular Design and Sturdy Part Administration: The setting is structured into clear modules (board, participant, sport logic), every with well-defined features. Sport phases (pre-roll, post-roll, out-of-turn) are strictly enforced, making certain actions are contextually legitimate.

    To allow knowledgeable decision-making, the agent wants a complete view of the sport state. That is achieved by means of an in depth statement area, divided into two major elements:

    Participant State (16 Dimensions):

    Present Place (1 dimension): Integer index representing the participant’s location.

    Standing Encoding (4 dimensions): One-hot encoding (the place just one dimension is ‘1’ and the remaining are ‘0’) representing the participant’s present standing: waiting_for_move, current_move, received, or misplaced.

    Jail Playing cards (2 dimensions): Binary flags indicating possession of “Get Out of Jail” playing cards.

    Present Money (1 dimension): Participant’s out there money.

    Railroads Possessed (1 dimension): Rely of railroads owned.

    Utilities Possessed (1 dimension): Rely of utilities owned.

    Jail Standing (1 dimension): Flag indicating if the participant is in jail.

    Property Provide Flags (2 dimensions): Flags for lively property presents and purchase choices.

    Part Encoding (3 dimensions): One-hot encoding of the present part (pre-roll, post-roll, out-of-turn).

    Board State (224 Dimensions):

    Every of the 28 property places is represented by an 8-dimensional vector:

    Proprietor Encoding (4 dimensions): One-hot encoding of possession (financial institution or gamers).

    Mortgaged Flag (1 dimension): Binary flag indicating mortgage standing.

    Monopoly Flag (1 dimension): Binary flag indicating if a monopoly is owned.

    Home/Resort Rely (2 dimensions): Fractional illustration of home/resort construct standing.

    With a transparent understanding of the sport state, the agent must make selections. That is the place the hierarchical motion area comes into play, offering a structured strategy to decision-making:

    Prime-Degree Actions (12 Discrete Selections):

    These characterize strategic selections, resembling:

    Make Commerce Provide (Promote/Purchase)

    Enhance Property

    Promote Home/Resort

    Promote Property

    Mortgage/Free Mortgage

    Skip Flip

    Conclude Part

    Use Get Out of Jail

    Pay Jail High quality

    Purchase Property

    Reply to Commerce

    Sub-Motion Parameters:

    These refine the top-level actions, offering the mandatory particulars:

    Commerce Provides (Purchase/Promote): 252 dimensions, encoding goal participant, property, and value multiplier (0.75, 1.0, 1.25).

    Enhance Property: 44 dimensions, encoding property and constructing sort (home/resort).

    Promote Home/Resort: 44 dimensions, encoding property and constructing sort.

    Promote/Mortgage Property: 28 dimensions, one-hot encoding of property choice.

    Skip/Conclude/Jail Actions: 1 dimension (dummy parameter).

    Purchase Property/Reply Commerce: 2 dimensions (binary determination).

    To make sure lifelike gameplay, the setting enforces a structured flip course of:

    Pre-Roll Part:

    Timing: Begin of the participant’s flip.

    Actions: Strategic actions like buying and selling and property enhancements.

    Transition: Concluding this part triggers a cube roll.

    Publish-Roll Part:

    Timing: Instantly after the cube roll.

    Actions: Actions like shopping for properties and additional strategic selections.

    Transition: Concludes the participant’s flip, probably shifting to the out-of-turn part.

    Out-of-Flip Part:

    Timing: Triggered by pending trades.

    Actions: Responding to trades or skipping.

    Transition: Resumes the common flip sequence.

    • Readability:
      Every part explicitly defines which actions are allowed, making certain that the agent’s selections are contextually acceptable.
    • Effectivity:
      By disallowing much less important actions (resembling card swapping), the setting reduces the motion area’s complexity, resulting in extra environment friendly coaching.
    • Realism:
      The phase-based flip system mirrors actual Monopoly gameplay, capturing the temporal construction and strategic depth of the sport.

    This hierarchical Monopoly setting represents a big development over prior fashions. Key enhancements embrace:

    • Dramatic Discount in Motion Dimensionality:
      By decomposing selections right into a 12-dimensional top-level and a variable sub-action area (with a most of 252 choices), the complexity is drastically lowered in comparison with the 2922-dimensional motion area in current analysis.
    • Enhanced Strategic Hierarchy:
      The separation of long-term strategic selections from short-term tactical actions facilitates extra environment friendly studying. The highest-level coverage (e.g., utilizing epsilon-greedy exploration) guides general technique, whereas the sub-action layer (appearing greedily) ensures exact execution.
    • Simplified and Targeted Choice-Making:
      By disallowing hardly ever used actions — resembling swapping playing cards — the setting streamlines decision-making. This not solely reduces computational overhead but additionally focuses the agent on important gameplay selections that straight have an effect on efficiency.
    • Sturdy, Modular Design:
      With separate modules for board state, participant state, and sport logic, the setting is extremely modular. This construction helps speedy experimentation, hierarchical RL strategies, and the combination of superior reward mechanisms.
    • Gymnasium Atmosphere:
      Constructed the setting utilizing the Gymnasium API, making certain standardization and interoperability. This facilitates seamless integration with current RL libraries and instruments.



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