Briscola
Briscola
Description
Briscola is an ORS environment for evaluating agents on playing Briscola, an Italian trick-taking card game, against an LLM opponent. This environment wraps the Briscola implementation from TextArena, a framework for text-based game environments.
Capabilities
- Strategic card game reasoning with trick-taking mechanics
- Value-based decision making (Ace=11, Three=10, King=4, Queen=3, Jack=2)
- Trump suit recognition and tactical play
- Competitive two-player gameplay against an LLM opponent
Compute Requirements
Briscola does not require a sandbox. It has minimal compute requirements.
License
MIT.
Tasks
There are two splits: train (150 tasks) and test (150 tasks). Each split contains 50 tasks across each of 3 variants:
- Briscola-v0
- Briscola-v0-train
- Briscola-v0-raw
Each task is seeded for reproducibility.
Reward Structure
This is a sparse reward environment. Rewards are mapped from TextArena's native range of {-1, 0, 1} to {0.0, 0.5, 1.0} via (raw + 1) / 2.
We do not use LLM graders for this environment; reward is determined programmatically.
Data
Game state is generated procedurally by the TextArena engine using seeded randomness. No external data files are required.
Tools
Agents are given a single tool:
play_card(card_number): Play a card from your hand by its number (1-indexed).
Time Horizon
Briscola is a multi-turn environment.
Environment Difficulty
Medium
Other Environment Requirements
This environment requires an OpenAI API key (passed via secrets) to power the LLM opponent.
Safety
Agents in Briscola interact only with a card game and have no access to external systems, the internet, or sensitive data. The environment does not present safety risks.
Citations
@software{textarena2024,
author = {Guertler, Leon and Banting, Wilfried and Pignatelli, Eduardo},
title = {TextArena},
year = {2024},
publisher = {GitHub},
url = {https://github.com/LeonGuertler/TextArena}
}