Available games

April 25, 2026 Β· View on GitHub

Statuses:

  • 🟒: thoroughly-tested. In many cases, we verified against known values and/or reproduced results from papers.
  • πŸ”Ά: implemented but lightly tested.
  • ❌: known issues (see notes below and code for details).
StatusGamePlayersDeterministicPerfect infoDescription
πŸ”Ά20481βŒβœ…A single player game where player aims to create a 2048 tile by merging other tiles.
πŸ”ΆAmazons2βœ…βœ…Move pieces on a board trying to block opponents from moving.
πŸ”ΆAnt Foraging2βœ…βœ…Move pieces on a board trying to block opponents from moving.
πŸ”ΆAntichess2βœ…βœ…A chess variant, where captures are mandatory and the objective of each player is to lose all of their pieces or be stalemated.
πŸ”ΆAtari1❌ (most games)βœ…Agent plays classic games from Gym's Atari Environments, such as Breakout.
🟒Backgammon2βŒβœ…Players move their pieces through the board based on the rolls of dice.
πŸ”ΆBargaining2❌❌Agents negotiate for items in a pool with different (hidden) valuations. References: DeVault et al. '15. Lewis et al. '17.
πŸ”ΆBanqi2❌❌Chinese Dark Chess. 32 pieces on a 4x8 board start face-down; players flip, move, or capture. Taiwanese variant with cannon jump captures and circular capture hierarchy.
πŸ”ΆBattleship2βœ…βŒPlayers place ships and shoot at each other in turns. References: Farina et al. '19, Correlation in Extensive-Form Games: Saddle-Point Formulation and Benchmarks.
πŸ”ΆBlackjack1❌❌Simplified version of blackjack, with only HIT/STAND moves.
πŸ”ΆBlock Dominoes2❌❌Most simple version of dominoes. Consists of 28 tiles, featuring all combinations of spot counts (also called pips or dots) between zero and six.
🟒Breakthrough2βœ…βœ…Simplified chess using only pawns.
🟒Bridge4❌❌A card game where players compete in pairs.
🟒(Uncontested) Bridge bidding2❌❌Players score points by forming specific sets with the cards in their hands.
πŸ”ΆCatch1βŒβœ…Agent must move horizontally to 'catch' a descending ball. Designed to test basic learning. References: Mnih et al. 2014, Recurrent Models of Visual Attention. Osband et al '19, Behaviour Suite for Reinforcement Learning, Appendix A.
πŸ”ΆCheckers2βœ…βœ…Players move pieces around the board with the goal of eliminating the opposing pieces.
πŸ”ΆChinese Checkers2-6βœ…βœ…Star-shaped board game where players race to move all 10 pieces to the opposite triangle via steps and chain hops. Supports 2, 3, 4, or 6 players.
πŸ”ΆCliff Walking1βœ…βœ…Agent must find goal without falling off a cliff. Designed to demonstrate exploration-with-danger. Sutton et al. '18, page 132.
πŸ”ΆClobber2βœ…βœ…Simplified checkers, where tokens can capture neighbouring tokens. Designed to be amenable to combinatorial analysis.
πŸ”ΆCoin Game2❌❌Agents must collect their and their collaborator's tokens while avoiding a third kind of token. Designed to test divining of collaborator's intentions. References: Raileanu et al. '18, Modeling Others using Oneself in Multi-Agent Reinforcement Learning.
πŸ”ΆColored Trails3❌❌Agents negotiations for chips that they they play on a colored grid to move closer to the goal. References: Ya'akov et al. '10. Fecici & Pfeffer '08. de Jong et al. '11.
🟒Connect Four2βœ…βœ…Players drop tokens into columns to try and form a pattern.
πŸ”ΆCooperative Box-Pushing2βœ…βœ…Agents must collaborate to push a box into the goal. Designed to test collaboration. References: Seuken & Zilberstein '12, Improved Memory-Bounded Dynamic Programming for Decentralized POMDPs.
🟒Chess2βœ…βœ…Players move pieces around the board with the goal of eliminating the opposing pieces.
πŸ”ΆCrazy Eights2❌❌A precursor of UNO (see here).
πŸ”ΆCrazyhouse2βœ…βœ…Chess variant where captured enemy pieces can be dropped into the game as one's own.
πŸ”ΆCribbage2-4❌❌A card game that involves grouping cards in combinations to gain points.
πŸ”ΆDark Hex2βœ…βŒHex, except the opponent's tokens are hidden (imperfect-information version).
πŸ”ΆDeep Sea1βœ…βœ…Agent must explore to find reward (first version) or penalty (second version). Designed to test exploration. References: Osband et al. '17, Deep Exploration via Randomized Value Functions.
🟒Dots and Boxes2βœ…βœ…Players put lines between dots to form boxes to get points.
πŸ”ΆDou Dizhu3❌❌A three-player games where one player (dizhu) plays against a team of two (peasants).
πŸ”ΆEuchre4❌❌Trick-taking card game where players compete in pairs.
πŸ”ΆEinStein wΓΌrfelt nicht!2βŒβœ…Players control 6 numbered cubes, selected randomly by the roll of a die. The player that gets on the opponent's board corner, or captures all the opponent's cubes wins.
🟒First-price Sealed-Bid Auction2-10❌❌Agents submit bids simultaneously; highest bid wins, and that's the price paid.
🟒Gin Rummy2❌❌Players score points by forming specific sets with the cards in their hands.
🟒Go2βœ…βœ…Players place tokens on the board with the goal of encircling territory.
πŸ”ΆGomoku2βœ…βœ…Try to get 5 stones in a row.
🟒Goofspiel2-10❌❌Players bid with their cards to win other cards.
🟒Hanabi2-5❌❌Players can see only other player's pieces, and everyone must cooperate to win. References: Bard et al. '19, The Hanabi Challenge: A New Frontier for AI Research. Implemented via Hanabi Learning Environment.
🟒Havannah2βœ…βœ…Players add tokens to a hex grid to try and form a winning structure.
🟒Hearts3-6❌❌A card game where players try to avoid playing the highest card in each round.
πŸ”ΆHex2βœ…βœ…Players add tokens to a hex grid to try and link opposite sides of the board. References: Hex, the full story by Ryan Hayward and Bjarne Toft.
🟒Hive2βœ…βœ…Players add bug tiles on the board to try to surround the other player's queen.
πŸ”ΆKriegspiel2βœ…βŒChess with opponent's pieces unknown. Illegal moves have no effect - it remains the same player's turn until they make a legal move. References: Monte Carlo tree search in Kriegspiel. Game-Tree Search with Combinatorially Large Belief States, Parker 2005.
🟒Kuhn poker2❌❌Simplified poker amenable to game-theoretic analysis.
πŸ”ΆLaser Tag2❌❌Agents see a local part of the grid, and attempt to tag each other with beams. References: Leibo et al. '17. Lanctot et al. '17.
πŸ”ΆLatent Tic-Tac-Toe2βœ…βŒLatent Tic-Tac-Toe is a twist on the classic game where moves are not disclosed until after the opponent’s next move, and lost if invalid at the time they are revealed. References: Lanctot et al. '09.
🟒Leduc poker2❌❌Simplified poker amenable to game-theoretic analysis. References: Southey et al. '05, Bayes’ bluff: Opponent modelling in poker.
πŸ”ΆLewis Signaling2❌❌Receiver must choose an action dependent on the sender's hidden state. Designed to demonstrate the use of conventions.
🟒Liar's Dice2❌❌Players bid and bluff on the state of all the dice together, given only the state of their dice.
πŸ”ΆLiar's Poker2+❌❌Players bid and bluff on the state of all hands, given only the state of their hand.
πŸ”ΆLines of Action2βœ…βœ…Players move pieces to try to form a connected group with their own pieces.
πŸ”ΆMensch Γ€rgere Dich nicht2-4βŒβœ…Players roll dice to move their pegs toward their home row while throwing other players' pegs to the out area.
πŸ”ΆMancala2βœ…βœ…Players take turns sowing beans on the board and try to capture more beans than the opponent.
πŸ”ΆMarkov Soccer2❌❌Agents must take the ball to their goal, and can 'tackle' the opponent by predicting their next move. References: Littman '94, Markov games as a framework for multi-agent reinforcement learning. He et al. '16, Opponent Modeling in Deep Reinforcement Learning.
🟒Matching Pennies (3-player)3βœ…βŒPlayers must predict and match/oppose another player. Designed to have an unstable Nash equilibrium. References: Jordan '93.
🟒Mean Field Game: crowd modellingn/an/an/aReferences: Scaling up Mean Field Games with Online Mirror Descent, Scalable Deep Reinforcement Learning Algorithms for Mean Field Games, Learning in Mean Field Games: A Survey.
🟒Mean Field Game: crowd modelling 2dn/an/an/aReferences: Scaling up Mean Field Games with Online Mirror Descent, Scalable Deep Reinforcement Learning Algorithms for Mean Field Games, Learning in Mean Field Games: A Survey.
🟒Mean Field Game: linear-quadraticn/aβŒβœ…Players are uniformly distributed and are then incentivized to gather at the same point (The lower the distanbce wrt. the distribution mean position, the higher the reward). A mean-reverting term pushes the players towards the distribution, a gaussian noise term perturbs them. The players' actions alter their states linearly (alpha * a * dt) and the cost thereof is quadratic (K * a^2 * dt), hence the name. There exists an exact, closed form solution for the fully continuous version of this game. References: Perrin & al. 2019.
🟒Mean Field Game: predator preyn/an/an/aReferences: Scaling up Mean Field Games with Online Mirror Descent, Scalable Deep Reinforcement Learning Algorithms for Mean Field Games, Learning in Mean Field Games: A Survey.
🟒Mean Field Game: routingn/aβŒβœ…Representative player chooses at each node where they go. They has an origin, a destination and a departure time and chooses their route to minimize their travel time. Time spent on each link is a function of the distribution of players on the link when the player reaches the link. References: Cabannes et. al. '21, Solving N-player dynamic routing games with congestion: a mean field approach.
πŸ”Άm,n,k-game2βœ…βœ…Players place tokens to try and form a k-in-a-row pattern in an m-by-n board.
πŸ”ΆMorpion Solitaire (4D)1βœ…βœ…A single player game where player aims to maximize lines drawn on a grid, under certain limitations.
🟒Negotiation2❌❌Agents with different utilities must negotiate an allocation of resources. References: Lewis et al. '17. Cao et al. '18.
πŸ”ΆNim2βœ…βœ…Two agents take objects from distinct piles trying to either avoid taking the last one or take it. Any positive number of objects can be taken on each turn given they all come from the same pile.
πŸ”ΆNine men's morris2βœ…βœ…Two players put and move stones on the board to try to form mills (three adjacent stones in a line) to capture the other player's stones.
πŸ”ΆOh Hell3-7❌❌A card game where players try to win exactly a declared number of tricks.
🟒Oshi-Zumo2βœ…βŒPlayers must repeatedly bid to push a token off the other side of the board. References: Buro, 2004. Solving the oshi-zumo game. Bosansky et al. '16, Algorithms for Computing Strategies in Two-Player Simultaneous Move Games.
🟒Oware2βœ…βœ…Players redistribute tokens from their half of the board to capture tokens in the opponent's part of the board.
πŸ”ΆPathfinding1-10βŒβœ…Agents must move to their destination. References: Austerweil et al. '15. Greenwald & Hall '03. Littman '01.
🟒Pentago2βœ…βœ…Players place tokens on the board, then rotate part of the board to a new orientation.
πŸ”ΆPhantom Go2βœ…βŒGo, except the opponent's stones are hidden. The analogue of Kriegspiel for Go. References: Cazenave '05, A Phantom Go Program.
πŸ”ΆPhantom Tic-Tac-Toe2βœ…βŒTic-tac-toe, except the opponent's tokens are hidden. Designed as a simple, imperfect-information game. References: Auger '11, Multiple Tree for Partially Observable Monte-Carlo Tree Search. Lisy '14, Alternative Selection Functions for Information Set Monte Carlo Tree Search. Lanctot '13.
🟒Pig2-10βŒβœ…Each player rolls a dice until they get a 1 or they 'hold'; the rolled total is added to their score.
🟒Prisoner's Dilemma2βœ…βœ…Players decide on whether to cooperate or defect given a situation with different payoffs.
🟒Poker (Hold 'em)2-10❌❌Players bet on whether their hand of cards plus some communal cards will form a special set. Implemented via ACPC.
❌ (#1158)Quoridor2-4βœ…βœ…Each turn, players can either move their agent or add a small wall to the board.
❌ (#811)Reconnaissance Blind Chess2βœ…βŒChess with opponent's pieces unknown, with sensing moves. Chess variant, invented by John Hopkins University Applied Physics Lab. Used in NeurIPS competition and Hidden Information Game Competition. References: Markowitz et al. '18, On the Complexity of Reconnaissance Blind Chess. Newman et al. '16, Reconnaissance blind multi-chess: an experimentation platform for ISR sensor fusion and resource management.
🟒Routing game1+βœ…βœ…Players choose at each node where they go. They have an origin, a destination and a departure time and choose their route to minimize their travel time. Time spent on each link is a function of the number of players on the link when the player reaches the link. References: Cabannes et. al. '21, Solving N-player dynamic routing games with congestion: a mean field approach.
πŸ”ΆSheriff2βœ…βŒBargaining game. Good for correlated equilibria. Based on the board game Sheriff of Nottingham. References: Farina et al. '19, Correlation in Extensive-Form Games: Saddle-Point Formulation and Benchmarks.
πŸ”ΆShogi2βœ…βœ…Chesslike game where captured enemy pieces can be dropped into the game as one's own.
πŸ”ΆSlovenian Tarok3-4❌❌Trick-based card game with bidding. References: LuΕ‘trek et al. 2003, A program for playing Tarok.
πŸ”ΆSkat (simplified bidding)3❌❌Each turn, players bid to compete against the other two players.
πŸ”ΆSnake2, 4βŒβœ…Multi-player Snake on a grid. All players move simultaneously; eat fruit to grow and score, dying on wall, body, or head-on-head collisions.
πŸ”ΆSolitaire (K+)1❌❌A single-player card game. References: Bjarnason et al. '07, Searching solitaire in real time.
πŸ”ΆSpades4❌❌A four-player card game.
πŸ”ΆTeam Dominoes4❌❌Team version of dominoes. Consists of 28 tiles, featuring all combinations of spot counts (also called pips or dots) between zero and six.
🟒Tic-Tac-Toe2βœ…βœ…Players place tokens to try and form a pattern.
🟒Tiny Bridge2,4❌❌Simplified Bridge with fewer cards and tricks.
🟒Tiny Hanabi2-10❌❌Simplified Hanabi with just two turns. References: Foerster et al 2018, Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning.
🟒Trade Comm2❌❌Players with different utilities and items communicate and then trade.
πŸ”ΆTwixT2βœ…βœ…Players place pegs and links on a 24x24 square to connect a line between opposite sides.
πŸ”ΆUltimate Tic-Tac-Toe2βœ…βœ…Players try and form a pattern in local boards and a meta-board.
πŸ”ΆWeighted Voting Games1+βœ…βœ…Classic coalitional game. Players each have a weight w_i, and there is a quota q. Denote p the binary vector representing a coalition over n players. The utility is 1 if p Β· w β‰₯ q, 0 otherwise. References: Chalkiadakis, Elkind, & Wooldridge '12.
πŸ”ΆXiangqi2βœ…βœ…A traditional Chinese strategy board game similar to Western chess but with different pieces, a river dividing the board, and a palace for the general.
🟒Y2βœ…βœ…Players place tokens to try and connect sides of a triangular board.
πŸ”ΆYacht1–10βŒβœ…Dice game where players score points in different categories. Rules follow Knizia, which is slightly different from the Wikipedia rules. Reference: Knizia 1999 Dice Games Properly Explained.
πŸ”ΆXiangqi2βœ…βœ…A traditional Chinese strategy board game similar to Western chess but with different pieces, a river dividing the board, and a palace for the general.