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OpenAI Gym environment for the Love Letter board game

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Gym Love Letter

An OpenAI gym environment for Love Letter, a competitive multiplayer strategy game.

You're probably looking for LoveLetterMultiAgentEnv from gym_love_letter.envs.

Installation

TODO

Basic Usage

from gym_love_letter.agents import HumanAgent, RandomAgent
from gym_love_letter.envs import LoveLetterBaseEnv

# Initialize the environment.
# By default the environment assigns RandomAgents to each player.
env = LoveLetterBaseEnv(num_players=2)

# Set the agents as desired. Agents are assigned to players by corresponding position.
agents = [HumanAgent(env), RandomAgent(env)]
env.set_agents(agents)

# Now you can use the environment like you normally would
obs = env.reset()

# Let's check who the current player is
player = env.current_player
position = player.position

# Get the set of valid actions
actions = env.valid_actions()
# TODO no private attribute access
action_id = actions[0]._id  # pick one arbitrarily

obs, reward, done, info = env.step(action_id)

# You could also pass the observation to the player's agent
# and let it choose an action.
env.current_player.agent.predict(obs)

# TODO Explain LoveLetterMultiAgentEnv as well

Architecture

The Environment

A Love Letter gym environment is slightly different from other common gym environments because it is "multi-agent." The observation the environment provides to each agent is a function of the actions taken by the other agents in the game. Additionally, each agent has access to different private information, and thus must receive a different observation. When one agent takes an action, the environment isn't ready to provide that agent with its next observation, but it is able to give an observation to the next agent in the turn order. Therefore, the environment keeps track of a mapping of agents to "players" in the env, where each player has a position in the game's turn order. This allows the environment to specify which agent should be the recipient of the observation returned by step() or reset().

In an offline setting, e.g. training or testing, the environment can automatically step back around to the target agent by calling predict() for all non-target agents. In an online setting where agents are engaged in interactive play, the environment can provide appropriate player-specific observations between agent turns, allowing for game UIs to update state continually for all players.

Players and Agents

A "player" is effectively just a seat at the game table. An "agent" is any class that subclasses the Agent ABC in gym_love_letter.agents.abstract and implements the Stable Baselines 3 algorithm API, particularly predict(). For interactive play, the HumanAgent subclass may be used to indicate that the environment must wait for input, since predict() is unavailable.

In order to support invalid action masking, the environment provides an extra kwarg called action_masks to agent predict() calls in offline mode. This gives the target agent's opponents an opportunity to take advantage of action masking, but it also means that the agent must be prepared to receive the kwarg regardless. The expected pattern to support algorithms that don't expect action_masks is to wrap them in Agent subclasses:

from stable_baselines3 import PPO

from gym_love_letter.agents import Agent


class MyStableBaselinesAgent(PPO, Agent):
    def predict(self, observation, action_masks=None, **kwargs)
      # Ignore action_masks and pass the remaining kwargs to the SB3 algorithm
      super().predict(observation, **kwargs)

In online mode, all agent steps are handled externally from the env, so it is up to each agent to decide if it wants to request the invalid action mask for its state.

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OpenAI Gym environment for the Love Letter board game

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