Earlier quoted context omitted.
In game playing theory, an optimal strategy is a function that takes any state and tells you the proper next move. It does not matter how you got there For MTG strategy to be computable you must be able to compute whether entering this computation is a good choice, which requires solving the halting problem.
This does mean that MTG is not algorithmically solvable, which is very interesting. However, in most cases I think it is heuristically trivial to determine the best move.
Magic: The Gathering is Turing Complete
181–190 of 194 posts
Re: Magic: The Gathering is Turing Complete
#182Earlier quoted context omitted.
on this note there was a nice paper [0] proposing a game entirely focused on hidden information (Hanabi) as a benchmark for automated decisions. [0] https://arxiv.org/abs/1902.00506
There's hidden information, but also finite known quantities. The AI knows what tiles exist, have been played and haven't. Unless you're allowing the AI to know the contents of the deck it's opposing in magic, you're probably making those decision trees impossibly complex. "Is countering this lightning bolt optimal or not" has a lot more meaning when you know what else is in the deck with the lightning bolt.
Re: Magic: The Gathering is Turing Complete
#183So add a new rule: Choice-lock. If any player is unable to make a choice for some finite countable number of consecutive turns, they lose. This could have also prevented combining infinite turn combos with the ante-related cards to produce "I have created a game state where I can take ownership all the cards in your deck, and then win," which was fun to do in the original M:tG PC game, even though running through the…
You'd just need to add additional construction that every N turns gives each player a choice but where that choice does not affect the behavior of the machine.
Re: Magic: The Gathering is Turing Complete
#184Earlier quoted context omitted.
Technically it means if you're trying to write an algorithm to play Magic the same algorithm could translated and applied to solving the halting problem (i.e. a reduction of Halt to Magic exists). So your task is that difficult. Thus the theory says it is a logical contradiction for any algorithm to exist that can solve Magic. In practice, this can be different because we are routinely successful in special cases for…
What happens in Magic when you run out of cards? If the tape isn't infinite then there are lots of algorithms that halt. The halting problem is like the pigeonhole principle. Just because there is no general compression algorithm doesn't mean we don't use compression all day every day. We have solutions for many interesting subsets of the problem domain, and that's good enough. We can also tell if a program will halt…
The difference is that with data compression, you don't get random-looking inputs and would explain why text, voice, image domains are amenable to compression algorithms. In contrast, the state space of programs is exponential in the budget N and looks very random. The exponential explosion makes the analysis very inefficient relative to hardware ability. And then the random-looking state sequences are especially not very compressible. These characteristics are harder to leverage.
The pigeonhole principle works for lossless compression but I don't see the analog to Halt or Rice's theorem, etc.
Re: Magic: The Gathering is Turing Complete
#185I don't understand why researchers are so interested in 'Turing completeness'. The concept of a Turing machine which operates on a strip of tape is outdated and no longer intuitive. It would be good if the abstraction of a 'Turing machine' could be refined into something more modern.
Re: Magic: The Gathering is Turing Complete
#186Earlier quoted context omitted.
Technically it means if you're trying to write an algorithm to play Magic the same algorithm could translated and applied to solving the halting problem (i.e. a reduction of Halt to Magic exists). So your task is that difficult. Thus the theory says it is a logical contradiction for any algorithm to exist that can solve Magic. In practice, this can be different because we are routinely successful in special cases for…
What happens in Magic when you run out of cards? If the tape isn't infinite then there are lots of algorithms that halt. The halting problem is like the pigeonhole principle. Just because there is no general compression algorithm doesn't mean we don't use compression all day every day. We have solutions for many interesting subsets of the problem domain, and that's good enough. We can also tell if a program will halt…
Re: Magic: The Gathering is Turing Complete
#187Earlier quoted context omitted.
The paper hasn't got anything to do with optimal game strategies, it's just showing what it is possible to achieve computationally within the rules of the game. If you're looking for advice on how to pay to win, this paper really isn't for you.
This is not correct: the paper does have to do with optimal strategies. They even say as much in the abstract. >In this paper we show that optimal play in real-world Magic is at least as hard as the Halting Problem, solving a problem that has been open for a decade
Re: Magic: The Gathering is Turing Complete
#188While this paper shows that a player can create a game state where deciding the game result is Turing-complete, it does not show that doing so is an optimal strategy under any circumstance (in particular, the setup requires a starting situation where the player can just win the game instead of performing the setup). So it seems perfectly possible (and in fact highly likely) that this result does not hold if players p…
In game playing theory, an optimal strategy is a function that takes any state and tells you the proper next move. It does not matter how you got there For MTG strategy to be computable you must be able to compute whether entering this computation is a good choice, which requires solving the halting problem.
Re: Magic: The Gathering is Turing Complete
#189Earlier quoted context omitted.
I have never played Nomic, but I can say from experience that Mao is a very fun way to practice game design skills and troll new players at the same time https://en.wikipedia.org/wiki/Mao_(card_game)
This sounds really cool, but where am I going to find someone who already knows it to play my first game?
- turns go clockwise
- play one card per turn
- if someone breaks a rule, they take back their card and draw one extra
- first to shed all their cards, followed by saying "Mao!" wins
- saying "Mao" any other times means drawing three cards (so if someone broke a rule playing their last card and had to take back their card, they end up drawing three cards
- Similar to the previous rule: not saying "Mao" upon successfully playing the last card also means drawing three cards. And it is breaking the rules, so the player has to take back the card and draw a card.
- asking any question means drawing a card (be brutal: "WHAT?!" counts as a question)
- one player starts with making up two extra rules
- the winner of a round makes up a new rule, the old rules stay
... then grab a bunch of friends, say "you'll figure it out", come up with two rules of your own and start playing. You'll likely win the round (because they will all ask questions in confusion), and be allowed to add another rule.
Restart after a couple of rounds. Troll until they threaten to quit (at which point you explain the rules) or until they actually figure it out. Watch their expressions go from frustration to gleefully anticipation, and go look for a fresh victim together.
Re: Magic: The Gathering is Turing Complete
#190Earlier quoted context omitted.
There's hidden information, but also finite known quantities. The AI knows what tiles exist, have been played and haven't. Unless you're allowing the AI to know the contents of the deck it's opposing in magic, you're probably making those decision trees impossibly complex. "Is countering this lightning bolt optimal or not" has a lot more meaning when you know what else is in the deck with the lightning bolt.
That is an interesting point, it is actually a strategy in the game to speculate on the opponent deck composition so it would make sense not to trivialize it here.
Also, how does the AI select its deck? Does the player know going in what deck it will be playing? Part of the problem here is that you can build a weird, off meta deck for either the AI or player that can win a single game but what does that mean? Most decks are designed for a full tournament grind based on an expected range of decks to play against.
I guess you'd have to have the AI compete in a full tournament, but then the skill level of the individual players becomes a variable. IDK, it just seems like a really big hill to climb.