inding a method to objectively quantify skill versus chance in games, using reinforcement learning

Overview

Analyzing Skill vs Chance in Games

This is a repo where I describe a method to measure the amount of skill expression games have.

Table of Contents

Motivation

A friend of mine is a board game designer and described a thesis he had to me:

Games that incorporate random chance elements can allow less-skilled players to occasionally beat better-skilled players. There exists an optimal balance between the win rates of the less-skilled players and the better-skilled players, that make a game popular.

As a consequence, games that never allow less-skilled players to beat better-skilled players, would make casual players less inclined to play those games. On the other hand, games that allow less-skilled players to beat better-skilled players too often would give the impression to the players that their choice of actions have little to no effect on the outcome of the game; i.e. the game gives players little to no agency.

5 days ago, my friend was pondering whether there was an objective way of quantifying this win rate balance (i.e. the chance of a less-skilled player beating a better-skilled player) for board games. If such a method existed, then one can calculate this measurement across many board games and see whether there is a trend in terms of how popular the game is compared to what the win rate balance is like. And if such a trend exists, then that could help in designing future board games that will be popular in general.

Personally I'm a big fan of games in general, and so I found the problem very interesting and started brainstorming some ideas. After a few days of coding and a few sleepless nights, I formulated a possible solution for calculating this win rate balance measurement.

Defining Skill

The distinction between less-skilled players and better-skilled players is the win rate. Better-skilled players are expected to win more often than less-skilled players.

To get a measure of how much skill matters in a game (i.e. how much does skill affect the win rate in a game), we need to take a look at both ends of the skill spectrum: players with maximum skill and players with no skill.

A player with maximum skill will always pick the optimal action that maximizes their chance of winning the game; such a player therefore plays an optimal strategy and is deemed an optimal player.

A player with no skill is a little bit harder to define. In this project, I define a player with no skill as a player that implements a random strategy (i.e. the player always picks random actions) and is thus deemed a random player.

By comparing the win rates of a player with maximum skill (an optimal player ) and a player with no skill (a random player), we can measure the maximum effect that skill has in affecting the win rate in a particular game.

Skill Score

Let's first start with single-player games as an example (e.g. blackjack, solitaire, free cell etc.).

Suppose an optimal player plays a single-player game and ends up with a 60% win rate, averaged over trillions of games. Now suppose a random player plays the same single-player game where it only pick random actions and ends up with a 20% win rate. Therefore in this specific example, we see that using a no-skill, random strategy can account for up to a third of the win rate of the optimal strategy. On the flip side, we can say that the remaining two-thirds of the optimal win rate can indeed be attributed to skill. I call this two-thirds value, the skill score:

where is the skill score, is the win rate of the random strategy and is the win rate of the optimal strategy.

In this example, we can see that skill has some influence on the outcome of the game, but part of the outcome is also influenced by random chance.

Now imagine that instead of 20%, the random player achieves a 60% win rate as well. Then in this case, we can see that using a no-skill, random strategy can account for the total win rate of the optimal strategy. In other words, we can say that none of the games won by the optimal strategy can be attributed to skill. Therefore the skill score is 0.

Finally, if the random player achieves a 0% win rate, then we can conclude that using a no-skill, random strategy accounts for none of the win rate of the optimal strategy. And therefore, the total optimal win rate can be attributed solely to skill. In this example, we can see that the outcome of the game is influenced solely by skill, and therefore the skill score is 1.

Intuitively, the skill score is a measurement from 0 to 1 that tells you how much skill affects the outcome of the game. A skill score of 0 means that the outcome of the game is not determined by skill at all, whereas a skill score of 1 means that the outcome of the game is determined purely by skill. A number in-between means that the outcome of the game is determined partially by skill.

Comparing the skill scores of different games will give us an idea of which games are affected by skill more or less. If the win rate of a player with no skill (i.e. a player using the random strategy) becomes further and further away from the win rate of a player with maximum skill (i.e. a player using the optimal strategy), then intuitively the game's outcomes are more affected by skill; i.e. a higher skill score. If the win rate of a player with no skill becomes closer and closer to the win rate of a player with maximum skill, then intuitively the game's outcomes are less affected by skill; i.e. a lower skill score.

An example of a game with a skill score of 0 is guessing a coin flip; the win rate of the random strategy is 50%, which is also the win rate of the optimal strategy.

Note: the win rate of an optimal player will always be at least equal to the win rate of the random player (in the case where the win rates are equal, that would imply that the optimal strategy for the game is the random strategy)

Explicitly Calculating Skill Score

To calculate the skill score of a game, we need the win rate of the random strategy () and the win rate of the optimal strategy ().

Calculating the Random Win Rate

We can calculate the win rate of the random strategy for a given game state by:

  • considering all possible moves the player can make right now
  • considering all possible future game states that will result from making all possible player moves
  • repeat the first two steps on the future game states, until all the resulting game states are terminal (i.e. the game has ended)
  • look at all the terminal game states and see which games have resulted in a win for the player
  • for each terminal game state that resulted in a win, calculate the probability of getting to that particular terminal game state by:
    • looking at the sequence of actions and intermediate game states that we took to get from the given game state to the particular terminal game state
    • multiplying the probabilities of choosing those specific actions (from the random strategy) and the probabilities of getting to those resulting intermediate game states together
  • add the probabilities of getting to each terminal game state that resulted in a win together, to get the total probability of winning the game using the random strategy from the given game state

We can then calculate the win rate of the random strategy for the entire game by:

  • considering all possible initial game states the game can start in
  • calculating the win rate of the random strategy for each possible initial game state (using the above algorithm)
  • for the calculated win rate of each initial state, multiply by the probability of starting in the corresponding initial state
  • add all of the win rate probabilities together to get the total probability of winning the game using the random strategy ()

Calculating the Optimal Win Rate

Assuming we don't know what the optimal strategy is, how can we calculate the optimal win rate? We can first calculate the optimal win rate for a given state, by using the same algorithm used for calculating the random win rate for a given state, with some slight alterations.

The difference is that when we are calculating the probability of getting to each particular terminal game state that resulted in a win, we don't multiply the probabilities of choosing the specific actions like we did for the random strategy. Given choices for actions, the random strategy will pick to do each action of the time, whereas the optimal strategy will always pick to do the same optimal action 100% of the time. Thus to get the probability of getting to each particular terminal game state that resulted in a win, we simply multiply the probabilities of getting to the resulting intermediate game states that eventually lead to the terminal game state.

Now given the probabilities of reaching each terminal game state that resulted in a win, we simply take the path that has the highest probability of resulting in a win. This maximum probability is the total probability of winning the game using the optimal strategy from the given game state.

Once we can calculate the optimal win rate for a given state, we can use the second algorithm described above to calculate the optimal win rates for each initial state, multiply them by the probability of each corresponding initial state occurring, and then add them together to get the total probability of winning the game using an optimal strategy ().

Calculating Skill Score

Once we have both the random win rate () and optimal win rate (), we can calculate the skill score of the game:

Approximating Skill Score

Explicitly calculating the skill score is a computationally expensive procedure, as it involves enumerating all possible game sequences. For more complex games like chess (with 1043 possible board positions) and Go (with 10170 possible board positions, which is more than the number of atoms in the universe), this method becomes infeasible.

Instead of explicitly calculating the win rates, we can instead use approximations via game sampling. The random win rate can be approximated by playing many games using the random strategy and seeing how many games were won, divided by the number of games played.

We'd like to do a similar approximation to get the optimal win rate, but what if we don't know what the optimal strategy is? We can instead train an AI agent to learn an approximation of the optimal strategy, using reinforcement learning. Then the optimal win rate can be approximated by playing many games using the AI agent's learned strategy and seeing how many games were won, divided by the number of games played.

We can then calculate an approximation to the skill score as such:

where is an approximation of the random win rate obtained by playing many games using the random strategy, and is an approximation of the optimal win rate obtained by playing many games using the AI agent's learned strategy.

Single-Player Blackjack

Game Rules

We'd like to see how the approximation of the skill score compares to the true value. We'll be using a simplified version of a single-player blackjack game as an example. The simplicity allows the calculation of the true theoretical skill score to be possible.

In this game, there is a player and a dealer. The deck consists of 8 cards numbered from 1 to 4, with two copies of each card. The player is dealt two cards face-up and the dealer is dealt one card face-up.

The goal of the player is to have the sum of their hand be higher than the sum of the dealer's hand. Each game, the player decides whether they want to add a card from the deck to their hand (i.e. if they want to hit). At any point if the sum of the player's hand is greater than 8, the player loses (i.e. the player busts).

Once they don't want to hit any further, the player then passes the turn over to the dealer (i.e. the player stays), and then the dealer hits until the sum of their hand reaches or exceeds 6. At any point if the sum of the dealer's hand is greater than 8, the player wins (i.e. the dealer busts).

If the sum of the dealer's hand is between 6 and 8, then the sum is compared to the sum of the player's hand. If the sum of the player's hand is higher than the sum of the dealer's hand, the player wins. Otherwise, the player loses (meaning the dealer wins ties).

Experiment procedure

First we explicitly calculate the theoretical random and optimal win rate of this blackjack game. We then train an AI agent to learn to play this game, with the goal of maximizing its win rate. While the AI agent is training, we can periodically evaluate the win rate of its current learned strategy in two ways: explicitly calculating it using the algorithm mentioned previously, and approximating it using game sampling.

Once the AI agent is done training, we assume that the strategy it learned is an approximation of the optimal strategy. We can then use game sampling to get an approximation of the theoretical optimal win rate using the AI agent's learned strategy. We also can get an approximation of the random win rate by sampling games using the random strategy. Once we have approximated values for both the optimal and random win rate, we can calculate an approximation of the skill score for this game.

Experiment results

Alt text

Above is a graph that plots the win rate of the AI agent's strategy as it trains, in comparison to the theoretical optimal win rate and random win rate.

The theoretical optimal win rate is 42.381% and is denoted by the green dotted line. This represents an upper bound as the highest possible win rate a player can achieve given the rules of this game.

The theoretical random win rate is 18.899% and is denoted by the red dotted line. Under the assumption that a no-skill player uses a random strategy, this represents a lower bound as the lowest possible win rate a player can achieve given the rules of this game, if the player has a non-negative amount of skill.

Given the theoretical random and optimal win rate, we can then calculate the theoretical skill score:

The theoretical win rate of the AI agent's strategy was calculated using an algorithm similar to the one mentioned previously; we evaluate the AI agent's current strategy on all possible game states and calculate what its win rate is. These values are denoted by the blue line.

The empirical win rate of the AI agent's strategy is approximated using game sampling. 10000 games were played using the AI agent's current strategy and the win rate was approximated by dividing the number of wins by 10000 (the AI agent is not training during these games, and is merely used to evaluate its current strategy). These values are denoted by the orange line. For more complex games, calculating the theoretical win rate of the AI agent's strategy would be infeasible, so the only option would be to approximate the win rate using game sampling. Therefore we hope to see the empirical win rate closely approximate the theoretical win rate of the AI agent's strategy.

After 5000 games of training, we evaluate the win rate of the AI agent's current learned strategy as well as the win rate of the random strategy via game sampling. The empirical win rate of the AI agent's strategy is 40.84% and the empirical win rate of the random strategy is 18.3% (denoted by the pink line).

Therefore given the empirical approximation of the random and optimal win rate, we can then calculate the approximation of the skill score:

Therefore using the empirical win rate of the AI agent's learned strategy to approximate the theoretical optimal win rate, and using the empirical win rate of the random strategy to approximate the theoretical random win rate, gives us a good approximation of the skill score.

Generalizing Skill Score for Multi-Player Games

Let's think about how we would go about calculating skill score for a multi-player game. The first questions that arise with multi-player games are:

  • Is the game adversarial or cooperative?
  • Are the player roles uniform, or are there different types of player roles?
  • As a consequence, are the win rates for all of the player roles the same or different?
  • How do you calculate the optimal and random win rate in a multi-player game?

It is clear that if there are different types of player roles in a game (i.e. not all player roles can do the same actions, have access to the same resources, have the same winning conditions, etc.), then it's possible for different player roles to have different chances of winning the game. To make this distinction, there therefore must be a separate optimal and random win rate associated for each player role. Thus for every player role in a game, there is a corresponding skill score defined as:

where is the random win rate and is the optimal win rate of the player role .

How do we calculate the optimal and random win rate of a specific player role ? Given a fixed strategy for this specific player role, the win rate would change depending on what strategies are implemented by all the other player roles.

Imagine in a two-player game where the first player implements a random strategy while the second player implements both an optimal and random strategy and achieves a win rate of 90% and 30% respectively. Using our definition of the skill score, two-thirds of the win rate of the second player can be attributed to skill. But in reality, the second player played against a sub-optimal player, so how much of that two-thirds is really due to the second player's skill, rather than the first player's lack of skill? The answer is not quite clear.

Now let's imagine that the first player also implements an optimal strategy, and the optimal and random win rate of the second player against the optimal first player is now 60% and 20% respectively. Using our definition of the skill score, two-thirds of the win rate of the second player can be attributed to skill. Because the first player is an optimal player, they therefore have maximum skill. Therefore the two-thirds is indeed really due to the second player's skill, since the first player is not lacking in skill.

Therefore in order to quantify the optimal and random win rate for a player role , we fix all other player roles to implement optimal strategies, such that they are all players of maximum skill. Then calculating the skill score of the player role would indeed give us the proportion of that player's win rate that we can attribute to skill.

Generalizing to multi-player games, the skill score for each player role can then be defined as a measurement from 0 to 1 that tells you how much skill affects the outcome of the game for that specific player role.

Two-Player Blackjack

Game Rules

Let's now calculate the skill scores for each player in a two-player game of blackjack. The rules are the same as the single-player version except we add a second player that takes on the role of the dealer.

The player and dealer are dealt the same amount of cards as before, the player goes first until they stay or bust, and then the dealer goes next. The difference now is that since the dealer is a player, the dealer is free to stay before they reach 6. In addition, the dealer doesn't have to stay if the sum of their hand reaches or exceeds 6; they can continue hitting if they want. Ties are still won by the dealer.

Experiment procedure

We want to calculate the skill scores for both the player and dealer role, which means we need their corresponding optimal and random win rates. These can be obtained with the following 3 experiments:

  • train an AI player agent to play against an AI dealer agent, where both AI agent's learn to approximate the optimal strategy for its role
  • train an AI player agent to play against a random dealer, where the AI player agent learns to approximate the optimal strategy for its role
  • train an AI dealer agent to play against a random player, where the AI dealer agent learns to approximate the optimal strategy for its role

In the first experiment, both AI agents learn an optimal strategy given their opponent's strategy. Using the AI player agent's learned strategy as an approximation of the optimal player strategy and the AI dealer agent's learned strategy as an approximation of the optimal dealer strategy, we can calculate the optimal player and optimal dealer win rates.

In the second experiment, the AI player agent learns an optimal strategy against a random dealer. Using the random dealer strategy and the AI player agent's learned strategy as an approximation of the optimal player strategy, we can calculate the random dealer win rate.

In the third experiment, the AI dealer agent learns an optimal strategy against a random player. Using the random player strategy and the AI dealer agent's learned strategy as an approximation of the optimal dealer strategy, we can calculate the random player win rate.

One might be wondering why can't we just re-use the strategies learned by the AI agents in the first experiment to calculate the random win rates for both of the roles. The reason we can't is because the optimal strategy for the player against a random dealer is different than the optimal strategy for the player against an optimal dealer. Likewise, the optimal strategy for the dealer against a random player is different than the optimal strategy for the dealer against an optimal player. Therefore we need to train a separate agent for each role to learn the optimal strategy against its random opponent.

Once we have the approximations of the optimal and random win rate for both roles, we can calculate an approximation of their skill scores respectively. We can then compare them to the true theoretical skill scores for each role.

Experiment results

Alt text

Alt text

In the player win rate graph:

  • The theoretical win rate of the optimal player strategy (against the optimal dealer strategy) is 30.079% and is denoted by the green dotted line (opod)
  • The theoretical win rate of the random player strategy (against the optimal dealer strategy) is 10.327% and is denoted by the red dotted line (rpod)
  • The theoretical win rate of the AI player agent's strategy (against the AI dealer agent's strategy) is denoted by the blue line (apad)
  • The empirical win rate of the AI player agent's strategy (against the AI dealer agent's strategy) is denoted by the orange line (apad)
    • after 9000 games of training, the empirical win rate of the AI player agent's strategy (against the AI dealer agent's strategy) is 29.57%, approximated by sampling 10000 games
  • The theoretical win rate of the random player strategy (against the AI dealer agent's strategy) is denoted by the purple line (rpad)
  • The empirical win rate of the random player strategy (against the AI dealer agent's strategy) is denoted by the pink line (rpad)
    • after 9000 games of training, the empirical win rate of the random player agent's strategy (against the AI dealer agent's strategy) is 10.36%, approximated by sampling 10000 games

Therefore the theoretical skill score for the player role is:

And the empirical skill score for the player role is:

In the dealer win rate graph:

  • The theoretical win rate of the optimal dealer strategy (against the optimal player strategy) is 69.921% and is denoted by the green dotted line (opod)
  • The theoretical win rate of the random dealer strategy (against the optimal player strategy) is 17.083% and is denoted by the red dotted line (rpod)
  • The theoretical win rate of the AI dealer agent's strategy (against the AI player agent's strategy) is denoted by the blue line (apad)
  • The empirical win rate of the AI dealer agent's strategy (against the AI player agent's strategy) is denoted by the orange line (apad)
    • after 9000 games of training, the empirical win rate of the AI dealer agent's strategy (against the AI player agent's strategy) is 70.43%, approximated by sampling 10000 games
  • The theoretical win rate of the random dealer strategy (against the AI player agent's strategy) is denoted by the purple line (rpad)
  • The empirical win rate of the random dealer strategy (against the AI player agent's strategy) is denoted by the pink line (rpad)
    • after 9000 games of training, the empirical win rate of the random dealer agent's strategy (against the AI player agent's strategy) is 16.86%, approximated by sampling 10000 games

Therefore the theoretical skill score for the dealer role is:

And the empirical skill score for the dealer role is:

Similar to the results of the one-player blackjack experiment, we can see here that approximating the optimal and random win rates for both player roles using AI agents gives us a good approximation of the true skill score for both player roles. Since the dealer role has a higher skill score than the player role, we can then interpret that skill affects the outcome of the game for the dealer role more than the player role.

Notes and Observations

You might notice that the random win rate for either player is not a constant value all the time (compared to the single-player blackjack experiment). This is because the opponent is an AI agent that has to learn over time an optimal strategy against the random strategy.

In the single-player blackjack game, although the dealer is not considered a player, they implement a strategy as well (albeit a simple one), which is to hit until the sum of their hand reaches or exceeds 6, and then stay otherwise. We know from our previous experiment that the theoretical optimal win rate for the player against this type of dealer is 42.381%. Therefore the win rate of the dealer using this strategy against an optimal player is 57.619%. The win rate for this strategy is also on the graph for reference, represented by the brown dotted line.

We also see the optimal and random win rate of the player drop considerably in the two-player game compared to the one-player game. This isn't surprising as the dealer is expected to win a larger portion of the games since they can use the optimal strategy, which is strictly better than the one they used in the single-player game.

It is interesting to see the skill score of the player actually go up despite the optimal and random player win rate going down in the two-player game compared to the single-player game. This is due to the fact that playing against the optimal dealer strategy reduces the random player win rate by a bigger factor than the optimal player win rate. As a consequence, a larger portion of the player's win rate is attributed to skill.

Conclusion

In this project, I present a method to calculate the skill score: a measurement that describes how much skill affects the outcome of a game, for every player role in the game. The method is as follows:

  • create a virtual version of the game
  • if it's computationally feasible:
    • for every player role in the game:
      • explicitly calculate the optimal and random win rates by enumerating all possible game sequences
      • use the optimal and random win rates to calculate the skill score for this particular player role
  • if it's not computationally feasible:
    • train an AI agent for each player role to learn an optimal strategy given that all other players are using an optimal strategy
      • extract the approximated optimal win rate for every player from the AI agents' learned strategies
    • for every player role in the game:
      • train an AI agent for each other player role to learn an optimal strategy given that this specific player role is using a random strategy and all other agents are using an optimal strategy
      • extract the approximated random win rate for the player role
    • use the approximations for the optimal and random win rate to get the approximated skill scores for each player role

https://render.githubusercontent.com/render/math?math=

Open Discussions

In this section, I outline some ideas and thoughts I had while brainstorming and working on this project. They are meant to be food for thought, which could potentially be more thoroughly explored in future projects.

How realistic is using optimal win rate as a benchmark?

Instead of fixing all strategies to be optimal, you could fix it to a strategy that is considered the average of what a human would play. Might give a better, realistic idea of the skill score.

Skill score isn't the only way of measuring. Evaluating a strategy theoretically or empirically through game sampling gives an objective measure of how strong that strategy is relative to no-skill and maximum skill strategies.

When designing games, one can also look at the absolute values of the optimal and random win rate; perhaps there's a trend in how popular a game is and how high the base line win rate is for a no-skill player; e.g. 20% random win rate and 40% optimal win rate vs. 40% random win rate and 80% optimal win rate.

Maybe using random win rate isn't the best benchmark. Perhaps one way of designing new games would be to think of some "typical" strategies that people would come up with, with not too much effort. And look at the theoretical/empirical win rates of those against an optimal player to see if that win rate is acceptable (should maybe be around 30%(?)).

Random and optimal win rate might not be the most estimate for "pragmatic" reasons if the goal was to design games. But they provide a measurement of the absolute extremes in terms of the skill spectrum, which is helpful for purely theoretical analysis on the game.

Future Work

File Descriptions

  • one_player_blackjack / two_player_blackjack: there are identical files in the one_player_blackjack and two_player_blackjack directory. Their functions are primarily the same except applied to the one-player blackjack game and the two-player blackjack game respectively:
    • blackjack.py holds the BlackJack class, that facilitates the blackjack game
    • agent.py holds the RLAgent class, that learns an optimal strategy using reinforcement learning (the learning algorithm is specifically Q-learning)
    • win_probability_analysis.py holds functions that calculate the theoretical win rates using optimal, random and AI strategies
    • train.py holds the training function to train AI agents to learn an optimal strategy
    • main.py runs the entire training procedure for the AI agents and compares the win rates of their learned strategies with the theoretical win rates of the optimal and random strategies
    • results.txt contains the results of the AI strategy win rates and the theoretical win rates of the optimal and random strategies
  • requirements.txt holds all required dependencies, which can be installed by typing pip install -r requirements.txt in the command line
  • ideas.txt holds my (slightly unorganized) ideas that I've brainstormed throughout working on this project, in roughly the order that I came up with them; there are many ideas in there that I explored hypothetically but never implemented

For this project, I'm using Python 3.7.11.

Additional Resources

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Owner
Marcus Chiam
Marcus Chiam
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