Muxing Wang

Horse race against a Q-learning agent

Rules

Choose Play Muxing’s agent or Two players above the board and enter your names. In a two-player game on one device, each player decides when a track card of their suit turns over.

The agent

The agent was trained with tabular Q-learning by self-play: 50 million games, both sides sharing one Q table, with a reward of +1 for a win and −1 for a loss. A decision state records the cells of the four horses, how many track cards are still face down, and two coarse counting features: which opponent has more unseen cards, and whether the teammate has more unseen cards than the horse whose track card turned over. The table covers the 6,656 states seen at least 200 times in training, which account for 99.96% of decisions; anywhere else the agent falls back to a simple rule. The win chances in the game log are its learned estimates, (Q + 1) / 2.

Win rates over 200,000 games against other policies:

Opponent Agent’s win rate
Never moves another horse 81.1%
Random choices 75.8%
Rule: maximize my best horse minus theirs, ties by suit 50.8%
The same rule, ties to the opponent with more unseen cards 50.2%

Most of the game is luck. A player only gets to choose when a track card of their suit turns over, about 1.8 times per game.

📜 Visits -