12,558 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

    Deep Reinforcement Learning from Self-Play in Imperfect-Information Games

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    Many real-world applications can be described as large-scale games of imperfect information. To deal with these challenging domains, prior work has focused on computing Nash equilibria in a handcrafted abstraction of the domain. In this paper we introduce the first scalable end-to-end approach to learning approximate Nash equilibria without prior domain knowledge. Our method combines fictitious self-play with deep reinforcement learning. When applied to Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium, whereas common reinforcement learning methods diverged. In Limit Texas Holdem, a poker game of real-world scale, NFSP learnt a strategy that approached the performance of state-of-the-art, superhuman algorithms based on significant domain expertise.Comment: updated version, incorporating conference feedbac

    Analysis and Optimization of Deep Counterfactual Value Networks

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    Recently a strong poker-playing algorithm called DeepStack was published, which is able to find an approximate Nash equilibrium during gameplay by using heuristic values of future states predicted by deep neural networks. This paper analyzes new ways of encoding the inputs and outputs of DeepStack's deep counterfactual value networks based on traditional abstraction techniques, as well as an unabstracted encoding, which was able to increase the network's accuracy.Comment: Long version of publication appearing at KI 2018: The 41st German Conference on Artificial Intelligence (http://dx.doi.org/10.1007/978-3-030-00111-7_26). Corrected typo in titl

    Automated Abstractions for Patrolling Security Games

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    Recently, there has been a significant interest in studying security games to provide tools for addressing resource allocation problems in security applications. Patrolling security games (PSGs) constitute a special class of security games wherein the resources are mobile. One of the most relevant open problems in security games is the design of scalable algorithms to tackle realistic scenarios. While the literature mainly focuses on heuristics and decomposition techniques (e.g., double oracle), in this paper we provide, to the best of our knowledge, the first study on the use of abstractions in security games (specifically for PSGs) to design scalable algorithms. We define some classes of abstractions and we provide parametric algorithms to automatically generate abstractions. We show that abstractions allow one to relax the constraint of patrolling strategies' Markovianity (customary in PSGs) and to solve large game instances. We additionally pose the problem to search for the optimal abstraction and we develop an anytime algorithm to find it
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