CoupVisor: Strategy Optimization by Round and Challenge Decision Support
Abstract
This paper presents CoupVisor, a decision-support system for the hidden-information card game Coup. It addresses two questions: what a player should do on each turn, and when a player should challenge an opponent's claim. The system is built around a single description of game events, which is shared across manual play, replay of recorded games, simulation, belief tracking, advisor recommendations, and learning-based policies. CoupVisor estimates the chance that a claim is truthful by combining how likely each role is with how many cards the claimant still holds, which corrects a case where the very first claim of a game was flagged as suspicious despite no evidence. We compare a rule-following advisor and several learned and heuristic players across many simulated games and different opponent styles. Our main finding is that the choice of reward, whether it rewards short-term gains or ultimately winning the game, decides which learning approach performs best, and that a win-oriented reward produces a policy that outperforms all baselines.
Figures & tables
| Step | Player | |||||
|---|---|---|---|---|---|---|
| 0 | A | 0.20 | 0.20 | 0.20 | 0.20 | 0.20 |
| 0 | B, C, D | 0.20 | 0.20 | 0.20 | 0.20 | 0.20 |
| 1 | A | 0.55 | 0.15 | 0.10 | 0.10 | 0.10 |
| 1 | B, C, D | 0.15 | 0.20 | 0.20 | 0.20 | 0.25 |
| 2 | A | 0.30 | 0.40 | 0.10 | 0.10 | 0.10 |
| 2 | B | 0.15 | 0.15 | 0.20 | 0.20 | 0.30 |
| Step | Event | Advisor update |
|---|---|---|
| 1 | A claims Duke (Tax) | Increase |
| 2 | No challenge | Belief remains uncertain |
| 3 | A claims Assassin | Reduce joint-claim consistency |
| 4 | Decision point | Compute , compare EV |
| Seed | Aggressive-heavy | Honest-heavy |
|---|---|---|
| 101 | 50 games | 50 games |
| 202 | 50 games | 50 games |
| 303 | 50 games | 50 games |
| 404 | 50 games | 50 games |
| 505 | 50 games | 50 games |
| Total | 250 games | 250 games |
| Metric | Mean | Std | CI low | CI high |
|---|---|---|---|---|
| Challenge F1 | 0.4236 | 0.1409 | 0.3363 | 0.5110 |
| Outcome accuracy | 0.5694 | 0.0242 | 0.5544 | 0.5844 |
| Outcome score | 0.1428 | 0.0486 | 0.1127 | 0.1730 |
| Condition | Challenge F1 | Outcome acc. | Outcome score |
|---|---|---|---|
| Aggressive-heavy | 0.5641 | 0.5619 | 0.1239 |
| Honest-heavy | 0.2831 | 0.5769 | 0.1617 |
| Condition | Weighted score |
|---|---|
| Aggressive-heavy | 0.5628 |
| Honest-heavy | 0.4594 |
| Mode | Challenge F1 | Outcome acc. | Outcome score |
|---|---|---|---|
| Standard | 0.4236 | 0.5694 | 0.1428 |
| Strict no-duplicate | 0.4190 | 0.5684 | 0.1408 |
| (Strict Std.) |
| Mode | Challenge F1 | Outcome acc. | Outcome score |
|---|---|---|---|
| Advisor on | 0.4236 | 0.5694 | 0.1428 |
| Advisor off | 0.0000 | 0.8192 | 0.6424 |
| (Off On) |
| Policy | Reward/episode | Reward/step | Action match |
|---|---|---|---|
| DQN | 0.1905 | ||
| Random | 0.1415 | ||
| Behavior cloning | 0.3980 |
| Policy | Reward/episode | Reward/step | Winner match |
|---|---|---|---|
| DQN (win-reward) | 6.74 | 0.248 | 0.373 |
| Belief-EV heuristic | 3.68 | 0.135 | 0.263 |
| Behavior cloning | 3.38 | 0.124 | 0.330 |
| Honest (baseline) | 2.84 | 0.104 | 0.244 |
| Rule-based heuristic | 2.42 | 0.089 | 0.264 |
| Pressure heuristic | 2.30 | 0.085 | 0.245 |
| Episodes | Avg ep. reward | Avg ep. steps | Final |
|---|---|---|---|
| 10 | 12.700 | 22.60 | 0.95111 |
| 50 | 14.580 | 24.46 | 0.77213 |
| 100 | 14.840 | 24.46 | 0.60577 |
| 200 | 15.045 | 24.46 | 0.36695 |
| 500 | 16.278 | 24.46 | 0.08157 |
| 1000 | 17.793 | 24.46 | 0.00500 |
| Case | Evidence | System output | Ground truth and issue |
|---|---|---|---|
| E1 | game 339, event 48 (Tax, Duke by P2) | Challenge ; , thr. | Challenge result is a win for the claimant, so the claim was true. Overconfident false positive. |
| E2 | game 231, event 1 (Steal block, Ambassador by P2) | Do not challenge ; , thr. | Claimant loses, so the claim was false. Borderline equality missed a profitable challenge. |
| E3 | game 158, event 7 (Steal, Captain by P3) | Do not challenge ; , thr. | Claimant loses, so the claim was false. Near-threshold miss. |
| E4 | game 417, event 49 (Foreign Aid block, Duke by P4) | Challenge ; , thr. | Claim was true. Block-claim handling is calibration-sensitive. |
| E5 | DQN trace, game 106, step 12 | DQN chose Exchange holding 11 coins | Legal action is Coup . In 10+ coin states DQN chose non-Coup 151 of 181 times, so forced-Coup alignment is weak. |
Appendix figures & tables4 assets
Supplementary material from the paper’s appendix.
Appendix
| Parameter | Value |
|---|---|
| Network | 2 hidden layers, width 128, ReLU |
| Optimiser | Adam, learning rate |
| Loss | Mean squared Bellman error |
| Discount factor | 0.98 |
| Batch size | 64 |
| Replay buffer size | 10,000 |
| Action | Effect | Can be blocked by |
|---|---|---|
| Income | Take 1 coin | Nobody |
| Foreign Aid | Take 2 coins | Duke |
| Coup | Pay 7 coins, target loses an influence | Nobody |
| Character | Action | Effect | Can be blocked by |
|---|---|---|---|
| Duke | Tax | Take 3 coins | Nobody |
| Assassin | Assassinate | Pay 3 coins, target loses an influence | Contessa |
| Captain | Steal | Take 2 coins from another player | Captain, Ambassador |
| Ambassador | Exchange | Draw 2 from the Court deck, return 2 | Nobody |
| Character claimed | Blocks | Result |
|---|---|---|
| Duke | Foreign Aid | Target receives no coins that turn |
| Contessa | Assassination | Assassination fails, fee stays spent |
| Captain or Ambassador | Steal | Thief receives no coins that turn |
Game-Playing Agents
Game-playing agents use search, learning, and reasoning to choose actions in games with strategic, uncertain, or changing environments.
See all 202 papers