16 research outputs found
Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games using Baselines
Learning strategies for imperfect information games from samples of
interaction is a challenging problem. A common method for this setting, Monte
Carlo Counterfactual Regret Minimization (MCCFR), can have slow long-term
convergence rates due to high variance. In this paper, we introduce a variance
reduction technique (VR-MCCFR) that applies to any sampling variant of MCCFR.
Using this technique, per-iteration estimated values and updates are
reformulated as a function of sampled values and state-action baselines,
similar to their use in policy gradient reinforcement learning. The new
formulation allows estimates to be bootstrapped from other estimates within the
same episode, propagating the benefits of baselines along the sampled
trajectory; the estimates remain unbiased even when bootstrapping from other
estimates. Finally, we show that given a perfect baseline, the variance of the
value estimates can be reduced to zero. Experimental evaluation shows that
VR-MCCFR brings an order of magnitude speedup, while the empirical variance
decreases by three orders of magnitude. The decreased variance allows for the
first time CFR+ to be used with sampling, increasing the speedup to two orders
of magnitude
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Monte Carlo Counterfactual Regret Minimization applied to Clue
This document analyzes the application of Monte Carlo Counterfactual Regret Minimization (MCCFR) in the game of Hasboro’s Clue. As a partially observable stochastic multiplayer game, Clue is well-suited for MCCFR methods. MCCFR has previously been shown to be effective in beating top human players around the world in No-Limit Texas Hold’em. We have found that an MCCFR agent proves to be superior in win rate over a heuristic model counting alternative and two baseline random agents using choice sampling and regret matching.Keywords: clue, cluedo, MCCFR, monte carlo, partially observable game
Deep Counterfactual Regret Minimization in Continuous Action Space
Counterfactual regret minimization based algorithms are used as the state-of-the-art solutions for various problems within imperfect-information games. Deep learning has seen a multitude of uses in recent years. Recently deep learning has been combined with counterfactual regret minimization to increase the generality of the counterfactual regret minimization algorithms.
This thesis proposes a new way of increasing the generality of the counterfactual regret minimization algorithms even further by increasing the role of neural networks. In addition, to combat the variance caused by the use of neural networks, a new way of sampling is introduced to reduce the variance.
These proposed modifications were compared against baseline algorithms. The proposed way of reducing variance improved the performance of counterfactual regret minimization, while the method for increasing generality was found to be lacking especially when scaling the baseline model. Possible reasons for this are discussed and future research ideas are offered
Local and adaptive mirror descents in extensive-form games
We study how to learn -optimal strategies in zero-sum imperfect
information games (IIG) with trajectory feedback. In this setting, players
update their policies sequentially based on their observations over a fixed
number of episodes, denoted by . Existing procedures suffer from high
variance due to the use of importance sampling over sequences of actions
(Steinberger et al., 2020; McAleer et al., 2022). To reduce this variance, we
consider a fixed sampling approach, where players still update their policies
over time, but with observations obtained through a given fixed sampling
policy. Our approach is based on an adaptive Online Mirror Descent (OMD)
algorithm that applies OMD locally to each information set, using individually
decreasing learning rates and a regularized loss. We show that this approach
guarantees a convergence rate of with high
probability and has a near-optimal dependence on the game parameters when
applied with the best theoretical choices of learning rates and sampling
policies. To achieve these results, we generalize the notion of OMD
stabilization, allowing for time-varying regularization with convex increments