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Attila: A Negotiating Diplomacy Player Based on Purely Symbolic A.I.

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PRIMA 2024: Principles and Practice of Multi-Agent Systems (PRIMA 2024)

Abstract

The board game Diplomacy is considered one of the most challenging test cases for automated negotiation. While many bots have been developed for this game, very few of them are able to negotiate successfully, and the ones that do, have been trained on large data sets of human example games. This makes it hard to apply the same techniques to other games or negotiation scenarios for which no human knowledge is (yet) available. Furthermore, since those bots were trained using deep learning, they are essentially black-boxes for which it is hard to understand how they work. So, these bots do not help us much in gaining a better understanding of strong negotiation techniques. Therefore, in this paper we present a new Diplomacy bot, called Attila, that is purely based on symbolic A.I. Its negotiation algorithm makes use of an existing oracle for the tactical part of the game, called the ‘D-Brane Tactical Module’ (DBTM). We explain how the DBTM can be converted into a search algorithm for automated negotiation, and we present experiments that show that Attila strongly outperforms several state-of-the-art Diplomacy bots.

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Notes

  1. 1.

    One could argue that Diplomacy does have hidden information, because players make secret agreements. However, these agreements are part of the players’ strategies rather than of the game state.

  2. 2.

    One could try to gain such insight using techniques from Explainable A.I., but to the best of our knowledge this has not been done for those bots.

  3. 3.

    This term may be somewhat confusing since it refers to rationality for all agents, but this is standard terminology in the literature.

  4. 4.

    We refer to https://www.wizards.com/avalonhill/rules/diplomacy.pdf for a complete description of the rules.

  5. 5.

    For the sake of simplicity we are ignoring two important facts here. Firstly, BANDANA also allows players to propose demilitarized zones, rather than orders, but this is not relevant to our paper. Secondly, not every set of orders obeys the rules of the game. However, we could still allow players to propose such illegal sets of orders. They will just not have any effect when they are submitted.

  6. 6.

    More precisely: it submits the orders calculated by the DBTM that approximate the theoretically correct set of orders \(\omega _{out}\).

  7. 7.

    Note that the two numbers in the center column are obtained from the same set of games, so we had to perform a paired test to compare these numbers. The same holds for the right-hand column. On the other hand, the two numbers in the top row are each obtained from an entirely different set of games, so we had to perform an unpaired test to compare them.

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Acknowledgments

This work was supported by a Juan de la Cierva - Incorporación research grant (IJC2018-036443-I) and a Ramón y Cajal research grant (RYC2022-035229-I) from the Spanish Ministry of Science and Innovation, by a JAE-INTRO-ICU grant (JAEIntroICU-2021-IIIA-09) funded by the Spanish Scientific Research Council (CSIC), and by grant no. TED2021-131295B-C31 funded by MCIN/AEI /10.13039/501100011033 and the European Union NextGenerationEU/PRTR.

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de Jonge, D., Rodriguez Cima, L. (2025). Attila: A Negotiating Diplomacy Player Based on Purely Symbolic A.I.. In: Arisaka, R., Sanchez-Anguix, V., Stein, S., Aydoğan, R., van der Torre, L., Ito, T. (eds) PRIMA 2024: Principles and Practice of Multi-Agent Systems. PRIMA 2024. Lecture Notes in Computer Science(), vol 15395. Springer, Cham. https://doi.org/10.1007/978-3-031-77367-9_1

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