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Show HN: I taught LLMs to play Magic: The Gathering against each other

https://mage-bench.com/
47•GregorStocks•2h ago
I've been teaching LLMs to play Magic: The Gathering recently, via MCP tools hooked up to the open-source XMage codebase. It's still pretty buggy and I think there's significant room for existing models to get better at it via tooling improvements, but it pretty much works today. The ratings for expensive frontier models are artificially low right now because I've been focusing on cheaper models until I work out the bugs, so they don't have a lot of games in the system.

Comments

aethrum•1h ago
I love magic. Can these do politics or is it just board state?
GregorStocks•1h ago
I want them to do politics in Commander, and theoretically they should - the chat log is exposed in the MCP tools just like the rest of the game history, and their prompts tell them to use chat.

In practice they haven't really talked to each other, though. They've mostly just interpreted the prompts as "you should have a running monologue in chat". Not sure how much of this is issues with the harness vs the prompt, but I'm hoping to dig into it in the future.

steveBK123•1h ago
Why are all these Show HN posts overloaded with “i taught AI how to do things i used to do for entertainment” ?

Can we automate the unpleasantries in life instead of the pleasures?

kenforthewin•1h ago
Does an AI also playing your game somehow detract from the pleasure you derive from it? I find it entertaining both to play the games, and see how LLMs perform on them; I don't see how these are in any way mutually exclusive.
qsort•1h ago
Game AIs are probably one of the most harmless and unambiguously good applications of technology. As I said in another message, I used to play competitive MtG and I would have loved to have a competent AI opponent. Imagine the possibilities: after a tournament you could get to review the games and figure out what you did wrong and improve, like you would do in chess or backgammon.

I get the complaint, but how is this something that removes the human element at all?

kenforthewin•1h ago
Nice work. I think games are a great way to benchmark AI, especially games that involve long term strategy. I recently built an agent harness for NetHack - https://glyphbox.app/ - like you I suspect that there's a lot you can do at the harness / tool level to improve performance with existing models.
qsort•1h ago
This is a fantastic idea, I used to play MtG competitively and a strong artificial opponent was always something I'd have loved.

The issue I see is that you'd need a huge amount of games to tell who's better (you need that between humans too, the game is very high variance.)

Another problem is that giving a positional evaluation to count mistakes is hard because MtG, in addition to having randomness, has private information. It could be rational for both players to believe they're currently winning even if they're both perfect bayesians. You'd need to have something that approximates "this is the probability of winning the game from this position, given all the information I have," which is almost certainly asymmetric and much more complicated than the equivalent for a game with randomness but not private information such as backgammon.

GregorStocks•1h ago
You wouldn't really need a _ton_ of games to get plausible data, but unfortunately today each game costs real money - typically a dollar or more with my current harness, though I'm hoping to optimize it and of course I expect model costs to continue to decline over time. But even reasonably-expensive models today are making tons of blunders that a tournament grinder wouldn't.

I'm not trying to compute a chess-style "player X was at 0.4 before this move and at 0.2 afterwards, so it was a -0.2 blunder", but I do have "blunder analysis" where I just ask Opus to second-guess every decision after the game is over - there's a bit more information on the Methodology page. So then you can compare models by looking at how often they blunder, rather than the binary win/loss data. If you look at individual games you can jump to the "blunders" on the timeline - most of the time I agree with Opus's analysis.

oflannabhra•1h ago
This is really cool! I really liked the architecture explanation.

Once you get solid rankings for the different LLMs, I think a huge feature of a system like this would be to allow LLMs to pilot user decks to evaluate changes to the deck.

I'm guessing the costs of that would be pretty big, but if decent piloting is ever enabled by the cheaper models, it could be a huge change to how users evaluate their deck construction.

Especially for formats like Commander where cooperation and coordination amongst players can't be evaluated through pure simulation, and the singleton nature makes specific card changes very difficult to evaluate as testing requires many, many games.

jamilton•1h ago
Cool. How’d you pick decks?
GregorStocks•1h ago
For the 1v1 formats (Standard, Modern, Legacy) I'm basically just using the current metagame from MTGGoldfish. For Commander they get a random precon. At some point I might want a 1v1 "less complicated lines than Standard" format, the LLMs don't always understand the strategy of weird decks like Doomsday or Mill.
chc4•1h ago
It's really funny reading the thought processes, where most of the time the agent doesn't actually remember trivial things about the cards they or their opponent are playing (thinking they have different mana costs, have different effects, mix up their effect with another card). The fact they're able to take game actions and win against other agants is cute, but it doesn't inspire much confidence.

The agents also constantly seem to evaluate if they're "behind" or "ahead" based on board state, which is a weird way of thinking about most games and often hard to evalaute, especially for decks like control which card more about resources like mana and card advantage, and always plan on stabalizing late game.

GregorStocks•47m ago
You might be looking at really old games (meaning, like, Saturday) - I've made a lot of harness improvements recently which should make the "what does this card do?" hallucinations less common. But yeah, it still happens, especially with cheaper models - it's hard to balance "shoving everything they need into the context" against "avoid paying a billion dollars per game or overwhelming their short-term memory". I think the real solution here will be to expose more powerful MCP tools and encourage them to use the tools heavily, but most current models have problems with large MCP toolsets so I'm leaving that as a TODO for now until solutions like Anthropic's https://www.anthropic.com/engineering/code-execution-with-mc... become widespread.
spelunker•1h ago
This is neat! What kind of steering or context did you provide to the LLMs? Super basic like "You are playing a card game called Magic: The Gathering", or more complex?
GregorStocks•1h ago
My general intention is to tell them "you're playing MTG, your goal is to win, here are the tools available to you, follow whatever strategy you want" - I don't want to spoon-feed them strategy, that defeats the purpose of the benchmark.

You can see the current prompt at https://github.com/GregorStocks/mage-bench/blob/master/puppe...:

  "default": "You are a competitive Magic: The Gathering player. Your goal is to WIN the game. Play to maximize your win rate \u2014 make optimal strategic decisions, not flashy or entertaining ones. Think carefully about sequencing, card evaluation, and combat math.\n\nGAME LOOP - follow this exactly:\n1. Call pass_priority - this blocks until you have a decision to make, then returns your choices (response_type, choices, context, etc.)\n2. Read the choices, then call choose_action with your decision\n3. Go back to step 1\n\nCRITICAL RULES:\n- pass_priority returns your choices directly. Read them before calling choose_action.\n- When pass_priority shows playable cards, you should play them before passing. Only pass (answer=false) when you have nothing more you want to play this phase.\n\nUNDERSTANDING pass_priority OUTPUT:\n- All cards listed in response_type=select are confirmed castable with your current mana. The server pre-filters to only show cards you can legally play right now.\n- mana_pool shows your current floating mana (e.g. {\"R\": 2, \"W\": 1}).\n- untapped_lands shows how many untapped lands you control.\n- Cards with [Cast] are spells from your hand. Cards with [Activate] are abilities on permanents you control.\n\nMULLIGAN DECISIONS:\nWhen you see \"Mulligan\" in GAME_ASK, your_hand shows your current hand.\n- choose_action(answer=true) means YES MULLIGAN - throw away this hand and draw new cards\n- choose_action(answer=false) means NO KEEP - keep this hand and start playing\nThink carefully: answer=false means KEEP, answer=true means MULLIGAN.\n\nOBJECT IDs:\nEvery game object (cards in hand, permanents, stack items, graveyard/exile cards) has a short ID like \"p1\", \"p2\", etc. These IDs are stable \u2014 a card keeps its ID as it moves between zones. Use the id parameter in choose_action(id=\"p3\") instead of index when selecting objects. Use short IDs with get_oracle_text(object_id=\"p3\") and in mana_plan entries ({\"tap\":\"p3\"}).\n\nHOW ACTIONS WORK:\n- response_type=select: Cards listed are confirmed playable with your current mana. Play a card with choose_action(id=\"p3\"). Pass with choose_action(answer=false) only when you are done playing cards this phase.\n- response_type=boolean with no playable cards: Pass with choose_action(answer=false).\n- GAME_ASK (boolean): Answer true/false based on what's being asked.\n- GAME_CHOOSE_ABILITY (index): Pick an ability by index.\n- GAME_TARGET (index or id): Pick a target. If required=true, you must pick one.\n\nCOMBAT - ATTACKING:\nWhen you see combat_phase=\"declare_attackers\", use batch declaration:\n- choose_action(attackers=[\"p1\",\"p2\",\"p3\"]) declares multiple attackers at once and auto-confirms.\n- choose_action(attackers=[\"all\"]) declares all possible attackers.\n- To skip attacking, call choose_action(answer=false).\n\nCOMBAT - BLOCKING:\nWhen you see combat_phase=\"declare_blockers\", use batch declaration:\n- choose_action(blockers=[{\"id\":\"p5\",\"blocks\":\"p1\"},{\"id\":\"p6\",\"blocks\":\"p2\"}]) declares blockers and their assignments at once.\n- Use IDs from incoming_attackers for the \"blocks\" field.\n- To not block, call choose_action(answer=false).\n\nCHAT:\nUse send_chat_message to talk to your opponents during the game. React to big plays, comment on the board state, or just have fun. Check the recent_chat field in pass_priority results to see what others are saying."
They also get a small "personality" on top of that, e.g.:

"grudge-holder": { "name_part": "Grudge", "prompt_suffix": "You remember every card that wronged you. Take removal personally. Target whoever hurt you last. Keep a mental scoreboard of grievances. Forgive nothing. When a creature you liked dies, vow revenge." }, "teacher": { "name_part": "Teach", "prompt_suffix": "You explain your reasoning like you're coaching a newer player. Talk through sequencing decisions, threat evaluation, and common mistakes. Be patient and clear. Point out what the correct play is and why." },

Then they also see the documentation for the MCP tools: https://mage-bench.com/mcp-tools/. For now I've tried to keep that concise to avoid "too many MCP tools in context" issues - I expect that as solutions like tool search (https://www.anthropic.com/engineering/code-execution-with-mc...) become widespread I'll be able to add fancier tools for some models.

yomismoaqui•52m ago
I was curious if there is something equivalent to AlphaGo but for MTG.

From the little I have seen they are different beasts (hidden information, number and complexity of rules...).

PS: Does this count as nerdsniping?

GregorStocks•40m ago
I'm not aware of any good ML models for MTG. I'm just using off-the-shelf LLMs with a custom harness. It'd certainly be possible to do RLHF or something using the harness I've built, but it'd be expensive - anybody want to give me a few million dollars of OpenRouter credits so I can give it a shot?
portly•48m ago
With the direction MtG is currently heading, I kind of want to break out and just play some in-Universe sets that are community made on an FOSS client. How nice would it be to just play the game in its original spirit.
GregorStocks•43m ago
You might be interested in Premodern: https://premodernmagic.com/. You can play it on regular old MTGO.

FOSS Magic clients are in a legal gray area at best. My mental model is that Wizards de facto tolerate clients like XMage and Forge because their UX is awful, but if you made something that's actually as user-friendly as MTGO/Arena, they'd sue you and you would lose.

ddtaylor•20m ago
GCCG has been around for a while and the clients at times had to download card images and metadata from the public Wizards site
GregorStocks•12m ago
My understanding of the argument for "why these clients are legal" is basically that they're just implementing the rules engine, rules aren't copyrightable, card text is rules, and they aren't directly distributing the unambiguously-copyrightable stuff like the art or the trademarks like the mana symbols. It's possible that would win in court, but so far my understanding is that everybody who's actually been faced with the decision of "WoTC sent me a cease-and-desist, should I fight it based on that legal theory or just comply?" has spoken to lawyers and decided to comply. WoTC has just gotten less aggressive with their cease-and-desists over the past decade or so.
dgxyz•30m ago
I still play 4th edition against some friends. We have had the decks well over a couple of decades after we bought them! That and Catan.

Best to do this stuff in person I find.

benbayard•42m ago
I was working on a similar project. I wanted a way to goldfish my decks against many kinds of decks in a pod. It would never be perfect, but enough to get an idea of: 1. How many turns did it take on average to hit 2,3,4,5,6 mana 2. How many threats did I remove? 3. How often did I not have enough card draw to keep my hand full?

I don't think there's a perfect way to do this, but I think trying to play 100 games with a deck and getting basic info like this would be super valuable.

GregorStocks•35m ago
XMage has non-LLM-based built in AIs, just using regular old if-then logic. Getting them to play against each other with no human interaction is the first thing I built. https://www.youtube.com/watch?v=a1W5VmbpwmY is an example with two of those guys plus Sleepy and Potato no-op players - they do a fine job with straightforward decks.

You could clone mage-bench https://github.com/GregorStocks/mage-bench and add a new config like https://github.com/GregorStocks/mage-bench/blob/master/confi... pointing at the deck you want to test, and then do `make run CONFIG=my-config`. The logs will get dumped in ~/.mage-bench/logs and you can do analysis on them after the fact with Python or whatever. https://github.com/GregorStocks/mage-bench/tree/master/scrip... has various examples of varying quality levels.

You could also use LLMs, just passing a different `type` in the config file. But then you'd be spending real money for slower gameplay and probably-worse results.

spullara•30m ago
Have your LLM write a simulation of the deck rather so it can play 10,000 games in a second. I think that is a lot better for gold fishing and not nearly as expensive :)

https://github.com/spullara/mtg-reanimator

I have also tried evaluating LLMs for playing the game and have found them to be really terrible at it, even the SoTA ones. They would probably be a lot better inside an environment where the rules are enforced strictly like MTG Arena rather than them having to understand the rules and play correctly on their own. The 3rd LLM acting as judge helps but even it is wrong a lot of the time.

https://github.com/spullara/mtgeval

GregorStocks•26m ago
Yeah, that's why I'm using XMage for my project - it has real rules enforcement.
butlike•39m ago
I don't mean to come across as OVERLY negative (just a little negative), but what's the difference in all these toy approaches and applications of LLMs? You've seen one LLM play a game against another LLM, you've seen them all.
orsorna•20m ago
I was thinking you could formally benchmark decks against each other enmasse. MTG is not my wheelhouse, but with YGO at least deck power is determined by frequency of use and placement at official tournaments. Imagine taking any permutation of cards, including undiscovered/untested ones, and simulating a vast amount of games in parallel.

Of course when you quantize deck quality to such a degree I'd argue it's not fun anymore. YGO is already not fun anymore because of this rampant quantization and it didn't even take LLMs to arrive here.

ddtaylor•19m ago
XMage is a decent client and being able to see and watch the games is useful.
hansy•31m ago
Insanely cool. I'm in the midst of building a web tabletop for Magic [1] that really just me and my friends use, but I'm wondering if there's a way I can contribute our game data to you (would that be helpful?).

[1] https://github.com/hansy/drawspell

GregorStocks•27m ago
Well, more games would be neat, but right now it's really tightly coupled with XMage - you can ungzip the stuff in https://github.com/GregorStocks/mage-bench/tree/master/websi... if you want to see what the format looks like. I doubt it's worth your while to try and cram your logs into that format unless you've got a LOT of them.
ddtaylor•23m ago
This is interesting I will be contributing to GitHub as this is a place where my knowledge and experience intersect and I enjoy doing open source work.

This is also something I think the MTG community needs in many ways. I have been a relatively happy XMage user, although it has a bit to go, and before that was using GCCG which was great too!

The MTG community overall can benefit a lot from the game having a more entertaining competitive landscape, which has grown stale in many ways and Wizards has done a poor job since the Hasbro acquisition of doing much else besides shitting out product after product too fast with poor balance.

I have to imagine that Wizards is already running simulations, but they obviously aren't working well or they are choosing to disregard them. Hopefully it they are just had at doing simulations something like this can make it easier for them, and if not it will make the response time from the community better.

GregorStocks•20m ago
I was really hoping I could build this on top of MTGO or Arena, just as a bot interacting with real Wizards APIs and paying the developers money. But they've got very strong "absolutely no bots" terms of service, and my understanding is that outside of the special case of MTGO trading bots they're strongly enforced with bans. I assume their reasoning is that people do not want to get matched against bot players in tournaments, which is totally fair. (Also I'm not sure MTGO's infrastructure could handle the load of bot users...)
ramoz•16m ago
Something like this is how memory systems (context window hacks) should be evaluated. Eg choose a format like standard that continuously evolves with various meta - presumably the best harness would be good at recognizing patterns and retrieving them in an efficient way.

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