Dominion: A New Frontier for AI Research
Danny Halawi, Aron Sarmasi, Siena Saltzen, Joshua McCoy
TL;DR
The paper presents Dominion as a compelling reinforcement learning benchmark due to per-game card-set randomness and a robust online dataset, accompanied by a practical RL baseline. It introduces a large Dominion Online Dataset with over $2{,}000{,}000$ games and a Rainbow DQN-based bot trained via self-play, showing competitive performance against strong heuristic bots like Provincial. The work formalizes benchmark-friendly structures (buy menus) and evaluates competitive coevolution against evolved strategies, providing a clear pathway for future RL research in deck-building and combinatorial games. By combining data resources, a readable baseline, and analyses of existing bots, the study establishes Dominion as a scalable testbed with practical implications for designing and evaluating generalizable RL agents.
Abstract
In recent years, machine learning approaches have made dramatic advances, reaching superhuman performance in Go, Atari, and poker variants. These games, and others before them, have served not only as a testbed but have also helped to push the boundaries of AI research. Continuing this tradition, we examine the tabletop game Dominion and discuss the properties that make it well-suited to serve as a benchmark for the next generation of reinforcement learning (RL) algorithms. We also present the Dominion Online Dataset, a collection of over 2,000,000 games of Dominion played by experienced players on the Dominion Online webserver. Finally, we introduce an RL baseline bot that uses existing techniques to beat common heuristic-based bots, and shows competitive performance against the previously strongest bot, Provincial.
