13,400 research outputs found
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
Solving Large Extensive-Form Games with Strategy Constraints
Extensive-form games are a common model for multiagent interactions with
imperfect information. In two-player zero-sum games, the typical solution
concept is a Nash equilibrium over the unconstrained strategy set for each
player. In many situations, however, we would like to constrain the set of
possible strategies. For example, constraints are a natural way to model
limited resources, risk mitigation, safety, consistency with past observations
of behavior, or other secondary objectives for an agent. In small games,
optimal strategies under linear constraints can be found by solving a linear
program; however, state-of-the-art algorithms for solving large games cannot
handle general constraints. In this work we introduce a generalized form of
Counterfactual Regret Minimization that provably finds optimal strategies under
any feasible set of convex constraints. We demonstrate the effectiveness of our
algorithm for finding strategies that mitigate risk in security games, and for
opponent modeling in poker games when given only partial observations of
private information.Comment: Appeared in AAAI 201
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
A Unified View of Large-scale Zero-sum Equilibrium Computation
The task of computing approximate Nash equilibria in large zero-sum
extensive-form games has received a tremendous amount of attention due mainly
to the Annual Computer Poker Competition. Immediately after its inception, two
competing and seemingly different approaches emerged---one an application of
no-regret online learning, the other a sophisticated gradient method applied to
a convex-concave saddle-point formulation. Since then, both approaches have
grown in relative isolation with advancements on one side not effecting the
other. In this paper, we rectify this by dissecting and, in a sense, unify the
two views.Comment: AAAI Workshop on Computer Poker and Imperfect Informatio
Scalable First-Order Methods for Robust MDPs
Robust Markov Decision Processes (MDPs) are a powerful framework for modeling
sequential decision-making problems with model uncertainty. This paper proposes
the first first-order framework for solving robust MDPs. Our algorithm
interleaves primal-dual first-order updates with approximate Value Iteration
updates. By carefully controlling the tradeoff between the accuracy and cost of
Value Iteration updates, we achieve an ergodic convergence rate of for the best
choice of parameters on ellipsoidal and Kullback-Leibler -rectangular
uncertainty sets, where and is the number of states and actions,
respectively. Our dependence on the number of states and actions is
significantly better (by a factor of ) than that of pure
Value Iteration algorithms. In numerical experiments on ellipsoidal uncertainty
sets we show that our algorithm is significantly more scalable than
state-of-the-art approaches. Our framework is also the first one to solve
robust MDPs with -rectangular KL uncertainty sets
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