Proceedings

Simultaneous Abstraction and Equilibrium Finding in Games

Download BibTeX Cite

Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence. Main Track. Pages 489-495.

© 2015 International Joint Conferences on Artificial Intelligence

Abstract

A key challenge in solving extensive-form games is dealing with large, or even infinite, action spaces. In games of imperfect information, the leading approach is to find a Nash equilibrium in a smaller abstract version of the game that includes only a few actions at each decision point, and then map the solution back to the original game. However, it is difficult to know which actions should be included in the abstraction without first solving the game, and it is infeasible to solve the game without first abstracting it. We introduce a method that combines abstraction with equilibrium finding by enabling actions to be added to the abstraction at run time. This allows an agent to begin learning with a coarse abstraction, and then to strategically insert actions at points that the strategy computed in the current abstraction deems important. The algorithm can quickly add actions to the abstraction while provably not having to restart the equilibrium finding. It enables anytime convergence to a Nash equilibrium of the full game even in infinite games. Experiments show it can outperform fixed abstractions at every stage of the run: early on it improves as quickly as equilibrium finding in coarse abstractions, and later it converges to a better solution than does equilibrium finding in fine-grained abstractions.

  1. [Billings et al., 2003] Darse Billings, Neil Burch, Aaron Davidson, Robert Holte, Jonathan Schaeffer, Terence Schauenberg, and Duane Szafron. Approximating game- theoretic optimal strategies for full-scale poker. In Pro- ceedings of the 18th International Joint Conference on Ar- tificial Intelligence (IJCAI), 2003.
  2. [Brown and Sandholm, 2014] Noam Brown and Tuomas Sandholm. Regret transfer and parameter optimization. In AAAI Conference on Artificial Intelligence (AAAI), 2014.
  3. [Brown et al., 2015] Noam Brown, Sam Ganzfried, and Tuo- mas Sandholm. Hierarchical abstraction, distributed equi- librium computation, and post-processing, with applica- tion to a champion no-limit Texas Hold'em agent. In In- ternational Conference on Autonomous Agents and Multi- Agent Systems (AAMAS), 2015.
  4. [Burch et al., 2014] Neil Burch, Michael Johanson, and Michael Bowling. Solving imperfect information games using decomposition. In AAAI Conference on Artificial In- telligence (AAAI), 2014.
  5. [Ganzfried and Sandholm, 2013] Sam Ganzfried and Tuo- mas Sandholm. Action translation in extensive-form games with large action spaces: Axioms, paradoxes, and the pseudo-harmonic mapping. In Proceedings of the In- ternational Joint Conference on Artificial Intelligence (IJ- CAI), 2013. IJCAI
  6. [Ganzfried and Sandholm, 2014] Sam Ganzfried and Tuo- mas Sandholm. Potential-aware imperfect-recall abstrac- tion with earth mover's distance in imperfect-information games. In AAAI Conference on Artificial Intelligence (AAAI), 2014.
  7. [Gibson, 2014] Richard Gibson. Regret Minimization in Games and the Development of Champion Multiplayer Computer Poker-Playing Agents. PhD thesis, University of Alberta, 2014.
  8. [Gilpin and Sandholm, 2006] Andrew Gilpin and Tuomas Sandholm. A competitive Texas Hold'em poker player via automated abstraction and real-time equilibrium com- putation. In Proceedings of the National Conference on Artificial Intelligence (AAAI), pages 1007-1013, 2006.
  9. [Gilpin and Sandholm, 2007] Andrew Gilpin and Tuomas Sandholm. Lossless abstraction of imperfect information games. Journal of the ACM, 54(5), 2007.
  10. [Hawkin et al., 2011] John Hawkin, Robert Holte, and Du- ane Szafron. Automated action abstraction of imperfect information extensive-form games. In AAAI Conference on Artificial Intelligence (AAAI), 2011.
  11. [Hawkin et al., 2012] John Hawkin, Robert Holte, and Du- ane Szafron. Using sliding windows to generate action ab- stractions in extensive-form games. In AAAI Conference on Artificial Intelligence (AAAI), 2012.
  12. [Jackson, 2014] Eric Griffin Jackson. A time and space effi- cient algorithm for approximately solving large imperfect information games. In AAAI Workshop on Computer Poker and Imperfect Information, 2014.
  13. [Johanson et al., 2013] Michael Johanson, Neil Burch, Richard Valenzano, and Michael Bowling. Evaluating state-space abstractions in extensive-form games. In International Conference on Autonomous Agents and Multi-Agent Systems (AAMAS), 2013.
  14. [Johanson, 2013] Michael Johanson. Measuring the size of large no-limit poker games. Technical report, University of Alberta, 2013.
  15. [Kroer and Sandholm, 2014a] Christian Kroer and Tuomas Sandholm. Extensive-form game abstraction with bounds. In Proceedings of the ACM Conference on Economics and Computation (EC), 2014.
  16. [Kroer and Sandholm, 2014b] Christian Kroer and Tuomas Sandholm. Extensive-form game imperfect-recall abstrac- tions with bounds, 2014. arXiv.
  17. [Lanctot et al., 2012] Marc Lanctot, Richard Gibson, Neil Burch, Martin Zinkevich, and Michael Bowling. No-regret learning in extensive-form games with imperfect recall. In International Conference on Machine Learning (ICML), 2012.
  18. [Sandholm and Singh, 2012] Tuomas Sandholm and Satin- der Singh. Lossy stochastic game abstraction with bounds. In Proceedings of the ACM Conference on Electronic Commerce (EC), 2012.
  19. [Sandholm, 2010] Tuomas Sandholm. The state of solving large incomplete-information games, and application to poker. AI Magazine, pages 13-32, Winter 2010. Special issue on Algorithmic Game Theory.
  20. [Shi and Littman, 2002] Jiefu Shi and Michael Littman. Ab- straction methods for game theoretic poker. In CG '00: Revised Papers from the Second International Conference on Computers and Games, pages 333-345, London, UK, 2002. Springer-Verlag.
  21. [Southey et al., 2005] Finnegan Southey, Michael Bowling, Bryce Larson, Carmelo Piccione, Neil Burch, Darse Billings, and Chris Rayner. Bayes' bluff: Opponent mod- elling in poker. In Proceedings of the 21st Annual Confer- ence on Uncertainty in Artificial Intelligence (UAI), pages 550-558, July 2005.
  22. [Tammelin, 2014] Oskari Tammelin. Solving large imper- fect information games using CFR+. arXiv preprint arXiv:1407.5042, 2014.
  23. [Waugh and Bagnell, 2015] Kevin Waugh and Drew Bag- nell. A unified view of large-scale zero-sum equilibrium computation. In Computer Poker and Imperfect Informa- tion Workshop at the AAAI Conference on Artificial Intel- ligence (AAAI), 2015.
  24. [Waugh et al., 2009a] Kevin Waugh, Nolan Bard, and Michael Bowling. Strategy grafting in extensive games. In Proceedings of the Annual Conference on Neural Infor- mation Processing Systems (NIPS), 2009.
  25. [Waugh et al., 2009b] Kevin Waugh, David Schnizlein, Michael Bowling, and Duane Szafron. Abstraction pathologies in extensive games. In International Con- ference on Autonomous Agents and Multi-Agent Systems (AAMAS), 2009.
  26. [Waugh et al., 2015] Kevin Waugh, Dustin Morrill, Drew Bagnell, and Michael Bowling. Solving games with func- tional regret estimation. In AAAI Conference on Artificial Intelligence (AAAI), 2015.
  27. [Zinkevich et al., 2007] Martin Zinkevich, Michael Bowl- ing, Michael Johanson, and Carmelo Piccione. Regret minimization in games with incomplete information. In Proceedings of the Annual Conference on Neural Infor- mation Processing Systems (NIPS), 2007.

References were extracted automatically from the PDF and may contain errors.

Welcome Future Conferences AI Journal Division IJCAI Proceedings About IJCAI IJCAI Awards