Heuristic optimization of AI agents for Dhumbal

Abstract This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, by systematically comparing rule-based, search-based, and learning-based strategies. We formalize Dhumbal’s mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), reinforcement learning approaches, including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation uses multiple tournaments, each comprising independently shuffled rounds, while accounting for dependence among agents’ outcomes within each round. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Primary comparisons rely on effect sizes (Cohen’s d ), 95% confidence intervals, and a round-level bootstrap sensitivity analysis. Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.9%, 95% CI: [86.9, 90.8]), outperforming ISMCTS (9.3%) and PPO (0.2%) under the evaluated configurations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, a discussion of the ethical risks of deploying dominant agents in a game traditionally played for money, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.

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Publication Details

Journal
Scientific Reports
Published
2026-08-26
DOI
https://doi.org/10.1038/s41598-026-68206-1
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
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article

Heuristic optimization of AI agents for Dhumbal

Sahaj Raj Malla
Scientific Reports
Artificial Intelligence in Games
article

Heuristic optimization of AI agents for Dhumbal

Sahaj Raj Malla
article en

Abstract

Abstract This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, by systematically comparing rule-based, search-based, and learning-based strategies. We formalize Dhumbal’s mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), reinforcement learning approaches, including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation uses multiple tournaments, each comprising independently shuffled rounds, while accounting for dependence among agents’ outcomes within each round. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Primary comparisons rely on effect sizes (Cohen’s d ), 95% confidence intervals, and a round-level bootstrap sensitivity analysis. Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.9%, 95% CI: [86.9, 90.8]), outperforming ISMCTS (9.3%) and PPO (0.2%) under the evaluated configurations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, a discussion of the ethical risks of deploying dominant agents in a game traditionally played for money, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.

Scientific Reports
Kathmandu University (NP)
Openalex Percentile: Top 34%
Artificial Intelligence in Games
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