2,819 research outputs found

    Smoothing Method for Approximate Extensive-Form Perfect Equilibrium

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    Nash equilibrium is a popular solution concept for solving imperfect-information games in practice. However, it has a major drawback: it does not preclude suboptimal play in branches of the game tree that are not reached in equilibrium. Equilibrium refinements can mend this issue, but have experienced little practical adoption. This is largely due to a lack of scalable algorithms. Sparse iterative methods, in particular first-order methods, are known to be among the most effective algorithms for computing Nash equilibria in large-scale two-player zero-sum extensive-form games. In this paper, we provide, to our knowledge, the first extension of these methods to equilibrium refinements. We develop a smoothing approach for behavioral perturbations of the convex polytope that encompasses the strategy spaces of players in an extensive-form game. This enables one to compute an approximate variant of extensive-form perfect equilibria. Experiments show that our smoothing approach leads to solutions with dramatically stronger strategies at information sets that are reached with low probability in approximate Nash equilibria, while retaining the overall convergence rate associated with fast algorithms for Nash equilibrium. This has benefits both in approximate equilibrium finding (such approximation is necessary in practice in large games) where some probabilities are low while possibly heading toward zero in the limit, and exact equilibrium computation where the low probabilities are actually zero.Comment: Published at IJCAI 1

    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

    Pure Monte Carlo Counterfactual Regret Minimization

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    Counterfactual Regret Minimization (CFR) and its variants are the best algorithms so far for solving large-scale incomplete information games. Building upon CFR, this paper proposes a new algorithm named Pure CFR (PCFR) for achieving better performance. PCFR can be seen as a combination of CFR and Fictitious Play (FP), inheriting the concept of counterfactual regret (value) from CFR, and using the best response strategy instead of the regret matching strategy for the next iteration. Our theoretical proof that PCFR can achieve Blackwell approachability enables PCFR's ability to combine with any CFR variant including Monte Carlo CFR (MCCFR). The resultant Pure MCCFR (PMCCFR) can significantly reduce time and space complexity. Particularly, the convergence speed of PMCCFR is at least three times more than that of MCCFR. In addition, since PMCCFR does not pass through the path of strictly dominated strategies, we developed a new warm-start algorithm inspired by the strictly dominated strategies elimination method. Consequently, the PMCCFR with new warm start algorithm can converge by two orders of magnitude faster than the CFR+ algorithm

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
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