4,253 research outputs found

    Imperfect-Recall Abstractions with Bounds in Games

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    Imperfect-recall abstraction has emerged as the leading paradigm for practical large-scale equilibrium computation in incomplete-information games. However, imperfect-recall abstractions are poorly understood, and only weak algorithm-specific guarantees on solution quality are known. In this paper, we show the first general, algorithm-agnostic, solution quality guarantees for Nash equilibria and approximate self-trembling equilibria computed in imperfect-recall abstractions, when implemented in the original (perfect-recall) game. Our results are for a class of games that generalizes the only previously known class of imperfect-recall abstractions where any results had been obtained. Further, our analysis is tighter in two ways, each of which can lead to an exponential reduction in the solution quality error bound. We then show that for extensive-form games that satisfy certain properties, the problem of computing a bound-minimizing abstraction for a single level of the game reduces to a clustering problem, where the increase in our bound is the distance function. This reduction leads to the first imperfect-recall abstraction algorithm with solution quality bounds. We proceed to show a divide in the class of abstraction problems. If payoffs are at the same scale at all information sets considered for abstraction, the input forms a metric space. Conversely, if this condition is not satisfied, we show that the input does not form a metric space. Finally, we use these results to experimentally investigate the quality of our bound for single-level abstraction

    Theoretical and Practical Advances on Smoothing for Extensive-Form Games

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    Sparse iterative methods, in particular first-order methods, are known to be among the most effective in solving large-scale two-player zero-sum extensive-form games. The convergence rates of these methods depend heavily on the properties of the distance-generating function that they are based on. We investigate the acceleration of first-order methods for solving extensive-form games through better design of the dilated entropy function---a class of distance-generating functions related to the domains associated with the extensive-form games. By introducing a new weighting scheme for the dilated entropy function, we develop the first distance-generating function for the strategy spaces of sequential games that has no dependence on the branching factor of the player. This result improves the convergence rate of several first-order methods by a factor of Ω(bdd)\Omega(b^dd), where bb is the branching factor of the player, and dd is the depth of the game tree. Thus far, counterfactual regret minimization methods have been faster in practice, and more popular, than first-order methods despite their theoretically inferior convergence rates. Using our new weighting scheme and practical tuning we show that, for the first time, the excessive gap technique can be made faster than the fastest counterfactual regret minimization algorithm, CFR+, in practice

    The Complexity of Synthesizing Uniform Strategies

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    We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is observation-based. We propose a formal language to specify uniformity properties, interpreted over two-player turn-based arenas equipped with a binary relation between plays. This way, we capture e.g. games with winning conditions expressible in epistemic temporal logic, whose underlying equivalence relation between plays reflects the observational capabilities of agents (for example, synchronous perfect recall). Our framework naturally generalizes many other situations from the literature. We establish that the problem of synthesizing strategies under uniformity constraints based on regular binary relations between plays is non-elementary complete.Comment: In Proceedings SR 2013, arXiv:1303.007

    A marriage between adversarial team games and 2-player games: enabling abstractions, no-regret learning, and subgame solving

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    Ex ante correlation is becoming the mainstream approach for sequential adversarial team games,where a team of players faces another team in a zero-sum game. It is known that team members’asymmetric information makes both equilibrium computation APX-hard and team’s strategies not directly representable on the game tree. This latter issue prevents the adoption of successful tools for huge 2-player zero-sum games such as, e.g., abstractions, no-regret learning, and sub game solving. This work shows that we can re cover from this weakness by bridging the gap be tween sequential adversarial team games and 2-player games. In particular, we propose a new,suitable game representation that we call team public-information, in which a team is repre sented as a single coordinator who only knows information common to the whole team and pre scribes to each member an action for any pos sible private state. The resulting representation is highly explainable, being a 2-player tree in which the team’s strategies are behavioral with a direct interpretation and more expressive than he original extensive form when designing ab stractions. Furthermore, we prove payoff equiva lence of our representation, and we provide tech niques that, starting directly from the extensive form, generate dramatically more compact repre sentations without information loss. Finally, we experimentally evaluate our techniques when ap plied to a standard testbed, comparing their per formance with the current state of the art

    Public Information Representation for Adversarial Team Games

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    The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the literature work with implicit representations of the strategy space and mainly resort to Linear Programming and column generation techniques to enlarge incrementally the strategy space. Such representations prevent the adoption of standard tools such as abstraction generation, game solving, and subgame solving, which demonstrated to be crucial when solving huge, real-world two-player zero-sum games. Differently from these works, we answer the question of whether there is any suitable game representation enabling the adoption of those tools. In particular, our algorithms convert a sequential team game with adversaries to a classical two-player zero-sum game. In this converted game, the team is transformed into a single coordinator player who only knows information common to the whole team and prescribes to the players an action for any possible private state. Interestingly, we show that our game is more expressive than the original extensive-form game as any state/action abstraction of the extensive-form game can be captured by our representation, while the reverse does not hold. Due to the NP-hard nature of the problem, the resulting Public Team game may be exponentially larger than the original one. To limit this explosion, we provide three algorithms, each returning an information-lossless abstraction that dramatically reduces the size of the tree. These abstractions can be produced without generating the original game tree. Finally, we show the effectiveness of the proposed approach by presenting experimental results on Kuhn and Leduc Poker games, obtained by applying state-of-art algorithms for two-player zero-sum games on the converted gamesComment: 19 pages, 7 figures, Best Paper Award in Cooperative AI Workshop at NeurIPS 202

    Using a high-level language to build a poker playing agent

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    Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 200
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