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Accelerating best response calculation in large extensive games

Published: 16 July 2011 Publication History

Abstract

One fundamental evaluation criteria of an AI technique is its performance in the worst-case. For static strategies in extensive games, this can be computed using a best response computation. Conventionally, this requires a full game tree traversal. For very large games, such as poker, that traversal is infeasible to perform on modern hardware. In this paper, we detail a general technique for best response computations that can often avoid a full game tree traversal. Additionally, our method is specifically well-suited for parallel environments. We apply this approach to computing the worst-case performance of a number of strategies in heads-up limit Texas hold'em, which, prior to this work, was not possible. We explore these results thoroughly as they provide insight into the effects of abstraction on worst-case performance in large imperfect information games. This is a topic that has received much attention, but could not previously be examined outside of toy domains.

References

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Nolan Bard. The Annual Computer Poker Competition webpage. http: //www.computerpokercompetition.org/, 2010.
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Andrew Gilpin and Tuomas Sandholm. Potential-aware automated abstraction of sequential games, and holistic equilibrium analysis of texas hold'em poker. In Proceedings of the Twenty-Second National Conference on Artificial Intelligence (AAAI). AAAI Press, 2007.
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Samid Hoda, Andrew Gilpin, Javier Peña, and Tuomas Sandholm. Smoothing techniques for computing nash equilibria of sequential games. Mathematics of Operations Research, 35(2):494-512, 2010.
[4]
mykey1961. Win rate with optimal strategy against limit raise bot. Two Plus Two Poker Forums, September 2007. http://forumserver. twoplustwo.com/15/poker-theory/winrate-optimal-strategy-against-limitraise-bot-2332/index6.html\#post251612, retrieved April 14, 2011.
[5]
Martin Osborne and Ariel Rubinstein. A Course in Game Theory. The MIT Press, 1994.
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Kevin Waugh, David Schnizlein, Michael Bowling, and Duane Szafron. Abstraction pathology in extensive games. In AAMAS '08: Proceedings of the 8th international joint conference on Autonomous agents and multiagent systems, 2009.
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Kevin Waugh, Martin Zinkevich, Michael Johanson, Morgan Kan, David Schnizlein, and Michael Bowling. A practical use of imperfect recall. In Proceedings of the Eighth Symposium on Abstraction, Reformulation and Approximation (SARA), 2009.
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Martin Zinkevich, Michael Johanson, Michael Bowling, and Carmelo Piccione. Regret minimization in games with incomplete information. In Advances in Neural Information Processing Systems 20 (NIPS), 2008.

Cited By

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  • (2023)Rethinking formal models of partially observable multiagent decision making (extended abstract)Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence10.24963/ijcai.2023/783(6920-6924)Online publication date: 19-Aug-2023
  • (2021)Subgame solving without common knowledgeProceedings of the 35th International Conference on Neural Information Processing Systems10.5555/3540261.3542098(23993-24004)Online publication date: 6-Dec-2021
  • (2020)Sparsified linear programming for zero-sum equilibrium findingProceedings of the 37th International Conference on Machine Learning10.5555/3524938.3525982(11256-11267)Online publication date: 13-Jul-2020
  • Show More Cited By

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Information

Published In

cover image Guide Proceedings
IJCAI'11: Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume One
July 2011
704 pages
ISBN:9781577355137

Sponsors

  • The International Joint Conferences on Artificial Intelligence, Inc. (IJCAI)

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AAAI Press

Publication History

Published: 16 July 2011

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View all
  • (2023)Rethinking formal models of partially observable multiagent decision making (extended abstract)Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence10.24963/ijcai.2023/783(6920-6924)Online publication date: 19-Aug-2023
  • (2021)Subgame solving without common knowledgeProceedings of the 35th International Conference on Neural Information Processing Systems10.5555/3540261.3542098(23993-24004)Online publication date: 6-Dec-2021
  • (2020)Sparsified linear programming for zero-sum equilibrium findingProceedings of the 37th International Conference on Machine Learning10.5555/3524938.3525982(11256-11267)Online publication date: 13-Jul-2020
  • (2020)Stochastic regret minimization in extensive-form gamesProceedings of the 37th International Conference on Machine Learning10.5555/3524938.3525221(3018-3028)Online publication date: 13-Jul-2020
  • (2020)Small nash equilibrium certificates in very large gamesProceedings of the 34th International Conference on Neural Information Processing Systems10.5555/3495724.3496325(7161-7172)Online publication date: 6-Dec-2020
  • (2019)Monte Carlo Continual Resolving for Online Strategy Computation in Imperfect Information GamesProceedings of the 18th International Conference on Autonomous Agents and MultiAgent Systems10.5555/3306127.3331697(224-232)Online publication date: 8-May-2019
  • (2018)Solving large sequential games with the excessive gap techniqueProceedings of the 32nd International Conference on Neural Information Processing Systems10.5555/3326943.3327024(872-882)Online publication date: 3-Dec-2018
  • (2017)LibratusProceedings of the 26th International Joint Conference on Artificial Intelligence10.5555/3171837.3172067(5226-5228)Online publication date: 19-Aug-2017
  • (2017)An algorithm for constructing and solving imperfect recall abstractions of large extensive-form gamesProceedings of the 26th International Joint Conference on Artificial Intelligence10.5555/3171642.3171776(936-942)Online publication date: 19-Aug-2017
  • (2017)Heads-up limit hold'em poker is solvedCommunications of the ACM10.1145/313128460:11(81-88)Online publication date: 24-Oct-2017
  • Show More Cited By

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