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21
Approximating Game-Theoretic Optimal Strategies for Full-scale Poker
- IN INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE
, 2003
"... The computation of the first complete approximations of game-theoretic optimal strategies for fullscale poker is addressed. Several abstraction techniques are combined to represent the game of 2-player Texas Hold'em, having size O(10^18), using closely related models each having size . ..."
Abstract
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Cited by 104 (16 self)
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The computation of the first complete approximations of game-theoretic optimal strategies for fullscale poker is addressed. Several abstraction techniques are combined to represent the game of 2-player Texas Hold'em, having size O(10^18), using closely related models each having size .
The Challenge of Poker
- Artificial Intelligence
, 2001
"... Poker is an interesting test-bed for arti cial intelligence research. It is a game of imperfect information, where multiple competing agents must deal with probabilistic knowledge, risk assessment, and possible deception, not unlike decisions made in the real world. Opponent modeling is another dicu ..."
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Cited by 89 (9 self)
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Poker is an interesting test-bed for arti cial intelligence research. It is a game of imperfect information, where multiple competing agents must deal with probabilistic knowledge, risk assessment, and possible deception, not unlike decisions made in the real world. Opponent modeling is another dicult problem in decision-making applications, and it is essential to achieving high performance in poker. This paper describes the design considerations and architecture of the poker program Poki. In addition to methods for hand evaluation and betting strategy, Poki uses learning techniques to construct statistical models of each opponent, and dynamically adapts to exploit observed patterns and tendencies. The result is a program capable of playing reasonably strong poker, but there remains considerable research to be done to play at a world-class level. 1
Generating and solving imperfect information games
- In Proceedings of the Fourteenth International Joint Conference on Artificial Intelligence
, 1995
"... Work on game playing in AI has typically ignored games of imperfect information such as poker. In this paper, we present a framework for dealing with such games. We point out several important issues that arise only in the context of imperfect information games, particularly the insufficiency of a s ..."
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Cited by 25 (0 self)
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Work on game playing in AI has typically ignored games of imperfect information such as poker. In this paper, we present a framework for dealing with such games. We point out several important issues that arise only in the context of imperfect information games, particularly the insufficiency of a simple game tree model to represent the players’ information state and the need for randomization in the players ’ optimal strategies. We describe Gala, an implemented system that provides the user with a very natural and expressive language for describing games. From a game description, Gala creates an augmented game tree with information sets which can be used by various algorithms in order to find optimal strategies for that game. In particular, Gala implements the first practical algorithm for finding optimal randomized strategies in two-player imperfect information competitive games [Koller et al., 1994]. The running time of this algorithm is polynomial in the size of the game tree, whereas previous algorithms were exponential. We present experimental results showing that this algorithm is also efficient in practice and can therefore form the basis for a game playing system. 1
Bayes’ bluff: Opponent modelling in poker
- In Proceedings of the 21st Annual Conference on Uncertainty in Artificial Intelligence (UAI
, 2005
"... Poker is a challenging problem for artificial intelligence, with non-deterministic dynamics, partial observability, and the added difficulty of unknown adversaries. Modelling all of the uncertainties in this domain is not an easy task. In this paper we present a Bayesian probabilistic model for a br ..."
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Cited by 19 (1 self)
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Poker is a challenging problem for artificial intelligence, with non-deterministic dynamics, partial observability, and the added difficulty of unknown adversaries. Modelling all of the uncertainties in this domain is not an easy task. In this paper we present a Bayesian probabilistic model for a broad class of poker games, separating the uncertainty in the game dynamics from the uncertainty of the opponent’s strategy. We then describe approaches to two key subproblems: (i) inferring a posterior over opponent strategies given a prior distribution and observations of their play, and (ii) playing an appropriate response to that distribution. We demonstrate the overall approach on a reduced version of poker using Dirichlet priors and then on the full game of Texas hold’em using a more informed prior. We demonstrate methods for playing effective responses to the opponent, based on the posterior. 1
Lossless abstraction of imperfect information games
- Journal of the ACM
, 2007
"... Abstract. Finding an equilibrium of an extensive form game of imperfect information is a fundamental problem in computational game theory, but current techniques do not scale to large games. To address this, we introduce the ordered game isomorphism and the related ordered game isomorphic abstractio ..."
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Cited by 14 (7 self)
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Abstract. Finding an equilibrium of an extensive form game of imperfect information is a fundamental problem in computational game theory, but current techniques do not scale to large games. To address this, we introduce the ordered game isomorphism and the related ordered game isomorphic abstraction transformation. For a multi-player sequential game of imperfect information with observable actions and an ordered signal space, we prove that any Nash equilibrium in an abstracted smaller game, obtained by one or more applications of the transformation, can be easily converted into a Nash equilibrium in the original game. We present an algorithm, GameShrink, for abstracting the game using our isomorphism exhaustively. Its complexity is Õ(n2), where n is the number of nodes in a structure we call the signal tree. It is no larger than the game tree, and on nontrivial games it is drastically smaller, so GameShrink has time and space complexity sublinear in the size of the game tree. Using GameShrink, we find an equilibrium to a poker game with 3.1 billion nodes—over four orders of magnitude more than in the largest poker game solved previously. To address even larger games, we introduce approximation methods that do not preserve equilibrium, but nevertheless yield (ex post) provably close-to-optimal strategies.
Effective Short-Term Opponent Exploitation in Simplified Poker
- In Proceedings of the National Conference on Artificial Intelligence (AAAI
, 2005
"... Uncertainty in poker stems from two key sources, the shuffled deck and an adversary whose strategy is unknown. One approach to playing poker is to find a pessimistic game-theoretic solution (i.e., a Nash equilibrium), but human players have idiosyncratic weaknesses that can be exploited if some mode ..."
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Cited by 12 (0 self)
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Uncertainty in poker stems from two key sources, the shuffled deck and an adversary whose strategy is unknown. One approach to playing poker is to find a pessimistic game-theoretic solution (i.e., a Nash equilibrium), but human players have idiosyncratic weaknesses that can be exploited if some model or counterstrategy can be learned by observing their play. However, games against humans last for at most a few hundred hands, so learning must be very fast to be useful. We explore two approaches to opponent modelling in the context of Kuhn poker, a small game for which game-theoretic solutions are known. Parameter estimation and expert algorithms are both studied. Experiments demonstrate that, even in this small game, convergence to maximally exploitive solutions in a small number of hands is impractical, but that good (e.g., better than Nash) performance can be achieved in as few as 50 hands. Finally, we show that amongst a set of strategies with equal game-theoretic value, in particular the set of Nash equilibrium strategies, some are preferable because they speed learning of the opponent’s strategy by exploring it more effectively. 1
Opponent Modeling in Poker: Learning and Acting in a Hostile and Uncertain Environment
, 2002
"... Artificial intelligence research has had great success in many clasic games such as chess, checkers, and othello. In these perfect-information domains, alpha-beta search is sufficient to achieve a high level of play. However Artificial intelligence research has long been criticized for focusing on d ..."
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Cited by 10 (0 self)
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Artificial intelligence research has had great success in many clasic games such as chess, checkers, and othello. In these perfect-information domains, alpha-beta search is sufficient to achieve a high level of play. However Artificial intelligence research has long been criticized for focusing on deterministic domains of perfect information -- many problems in the real world exhibit properties of imperfect or incomplete information and non-determinism. Poker, the archetypal game studied by...
Monte Carlo Sampling for Regret Minimization in Extensive Games
"... Sequential decision-making with multiple agents and imperfect information is commonly modeled as an extensive game. One efficient method for computing Nash equilibria in large, zero-sum, imperfect information games is counterfactual regret minimization (CFR). In the domain of poker, CFR has proven e ..."
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Cited by 8 (4 self)
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Sequential decision-making with multiple agents and imperfect information is commonly modeled as an extensive game. One efficient method for computing Nash equilibria in large, zero-sum, imperfect information games is counterfactual regret minimization (CFR). In the domain of poker, CFR has proven effective, particularly when using a domain-specific augmentation involving chance outcome sampling. In this paper, we describe a general family of domain-independent CFR sample-based algorithms called Monte Carlo counterfactual regret minimization (MCCFR) of which the original and poker-specific versions are special cases. We start by showing that MCCFR performs the same regret updates as CFR on expectation. Then, we introduce two sampling schemes: outcome sampling and external sampling, showing that both have bounded overall regret with high probability. Thus, they can compute an approximate equilibrium using self-play. Finally, we prove a new tighter bound on the regret for the original CFR algorithm and relate this new bound to MCCFR’s bounds. We show empirically that, although the sample-based algorithms require more iterations, their lower cost per iteration can lead to dramatically faster convergence in various games. 1
Using Counterfactual Regret Minimization to Create Competitive Multiplayer Poker Agents
, 2010
"... Games are used to evaluate and advance Multiagent and Artificial Intelligence techniques. Most of these games are deterministic with perfect information (e.g. Chess and Checkers). A deterministic game has no chance element and in a perfect information game, all information is visible to all players. ..."
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Cited by 6 (3 self)
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Games are used to evaluate and advance Multiagent and Artificial Intelligence techniques. Most of these games are deterministic with perfect information (e.g. Chess and Checkers). A deterministic game has no chance element and in a perfect information game, all information is visible to all players. However, many real-world scenarios with competing agents are stochastic (non-deterministic) with imperfect information. For two-player zero-sum perfect recall games, a recent technique called Counterfactual Regret Minimization (CFR) computes strategies that are provably convergent to an ε-Nash equilibrium. A Nash equilibrium strategy is useful in two-player games since it maximizes its utility against a worst-case opponent. However, for multiplayer (three or more player) games, we lose all theoretical guarantees for CFR. However, we believe that CFR-generated
Particle Filtering for Dynamic Agent Modelling in Simplified Poker
, 2007
"... Agent modelling is a challenging problem in many modern artificial intelligence applications. The agent modelling task is especially difficult when handling stochastic choices, deliberately hidden information, dynamic agents, and the need for fast learning. State estimation techniques, such as Kalma ..."
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Cited by 6 (0 self)
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Agent modelling is a challenging problem in many modern artificial intelligence applications. The agent modelling task is especially difficult when handling stochastic choices, deliberately hidden information, dynamic agents, and the need for fast learning. State estimation techniques, such as Kalman filtering and particle filtering, have addressed many of these challenges, but have received little attention in the agent modelling literature. This paper looks at the use of particle filtering for modelling a dynamic opponent in Kuhn poker, a simplified version of Texas Hold’em poker. We demonstrate effective modelling both against static opponents as well as dynamic opponents, when the dynamics are known. We then examine an application of Rao-Blackwellized particle filtering for doing dual estimation, inferring both the opponent’s state as well as a model of its dynamics. Finally, we examine the robustness of the approach to incorrect beliefs about the opponent and compare it to previous work on opponent modelling in Kuhn poker.

