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The Solution of a Two-Person Poker Variant
This note presents the solution of a two-person poker variant considered by Friedman. The solution is derived using a general algorithm proposed by the author to solve two-person zero sum games with "almost" perfect information
Analysis and Optimization of Deep Counterfactual Value Networks
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
Simplified three player Kuhn poker
We study a very small three player poker game (one-third street Kuhn poker),
and a simplified version of the game that is interesting because it has three
distinct equilibrium solutions. For one-third street Kuhn poker, we are able to
find all of the equilibrium solutions analytically. For large enough pot size,
, there is a degree of freedom in the solution that allows one player to
transfer profit between the other two players without changing their own
profit. This has potentially interesting consequences in repeated play of the
game. We also show that in a simplified version of the game with , there
is one equilibrium solution if , and three
distinct equilibrium solutions if . This may be the simplest
non-trivial multiplayer poker game with more than one distinct equilibrium
solution and provides us with a test case for theories of dynamic strategy
adjustment over multiple realisations of the game.
We then study a third order system of ordinary differential equations that
models the dynamics of three players who try to maximise their expectation by
continuously varying their betting frequencies. We find that the dynamics of
this system are oscillatory, with two distinct types of solution. We then study
a difference equation model, based on repeated play of the game, in which each
player continually updates their estimates of the other players' betting
frequencies. We find that the dynamics are noisy, but basically oscillatory for
short enough estimation periods and slow enough frequency adjustments, but that
the dynamics can be very different for other parameter values.Comment: 41 pages, 2 Tables, 17 Figure
Smoothing Method for Approximate Extensive-Form Perfect Equilibrium
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
Deep Reinforcement Learning from Self-Play in Imperfect-Information Games
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
Simulation of a Texas Hold'Em poker player
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Theoretical and Practical Advances on Smoothing for Extensive-Form Games
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 , where is the branching
factor of the player, and 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
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