An encoder-based model is proposed that produces set-contextualized card embeddings to encode the draft decision sequence, with a consistent improvement over linear baselines on large-scale real-world data, establishing a first learned benchmark for outcome prediction in MTG Draft.
Abstract
Many real-world games do not admit a fixed, compact rule set: instead, their dynamics are defined by interactions among a large and often evolving collection of game pieces, making general-purpose policy learning impractical. Magic: the Gathering (MTG) exemplifies this setting, where the cards themselves define and alter gameplay rules, strategic constraints, and long-term outcomes, while the pool of available cards is ever-changing. We study Draft, a constrained deck-building format of MTG in which eight players make 39-45 sequential selections from semi-random packs to construct a 40-card deck under partial information. By isolating the card selection process from gameplay, Draft provides a tractable yet non-trivial setting for studying decision-making driven by combinatorial card synergies. We propose an encoder-based model that produces set-contextualized card embeddings to encode the draft decision sequence, with a consistent improvement over linear baselines on large-scale real-world data, establishing a first learned benchmark for outcome prediction in MTG Draft. Our code is available at github.com/akulen/MtGDraftEncoder.
A synthetic player population is constructed whose traits are ground truth by construction, and an opportunity-aware decision-moment representation is introduced that disentangles preference from the chance to express it; ablating it selectively degrades opportunity-dependent traits.
MirrorCraft is introduced, a paired benchmark for evaluating agents under hidden rule changes in Minecraft and provides a controlled setting for studying how agents use gameplay outcomes when the rules of the current world differ from familiar ones.
Jian-Xi Gao, Beini Hu, Run-Ze Li et al.· arXiv.org· 0 citations
An agentic framework enhanced with an experience memory designed for the sequential setting and addressing common challenges of sequential decision-making such as credit assignment is introduced, and it is shown that post-game reflection and rule extraction yield measurable improvements on tic-tac-toe without modifying...
Jakub Rada, Viliam Lisý AI Center, Department of Computer Science et al.· 0 citations
CAST (Credit Assignment from Solver Teachers), which converts value changes in a game solver's state value into solver advantages and injects them into RLVR as turn-level signals and achieves the highest average zero-shot performance on ALFWorld and WebShop.
Yu Wang, Yi-Kai Zhang, Wentao Shi et al.· arXiv.org· 0 citations
AlphaZero has demonstrated that a neural-guided Monte Carlo Tree Search can achieve superhuman performance, but strong play does not necessarily imply perfect play. We study this gap in two oracle-evaluable domains with contrasting structure: Connect Four, a solved partisan game with exact game-theoretic values, and Ch...
Brent Kong, Tejas Ram, Tony Yue Yu· arXiv.org· 0 citations
This work proposes a game-theoretic framework that gives this reward-retention trade-off an explicit statistical interpretation, and provides a principled method for learning this equilibrium coefficient via reduction to the KL-regularized RL objective, thus allowing for flexible integration into standard fine-tuning p...
Keegan Harris, Brian Lee, Ian Waudby-Smith et al.· arXiv.org· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.