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arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

168,742 papers · 148 categories

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1223 · Nov 201919922001200920172026
23 results for Poker

Algorithms for equilibrium computation generally make no attempt to ensure that the computed strategies are understandable by humans. For instance the strategies for the strongest poker agents are represented as massive binary files. In many situations, we would like to compute strategies that can actually be implement…

2016-12-19abs ↗pdf ↗

Many poker systems, whether created with heuristics or machine learning, rely on the probability of winning as a key input. However calculating the precise probability using combinatorics is an intractable problem, so instead we approximate it. Monte Carlo simulation is an effective technique that can be used to approx…

2018-08-22abs ↗pdf ↗

Paper addresses theoretical risks in neural MCCFR, proposing Robust Deep MCCFR for improved performance.

problem Theoretical risks in neural MCCFR, especially in large games.
method Adaptive framework with selective component deployment, including target networks, exploration, and variance-aware training.
result Robust Deep MCCFR achieves significant exploitability improvements in both Kuhn and Leduc Poker.

Policy gradient and actor-critic algorithms form the basis of many commonly used training techniques in deep reinforcement learning. Using these algorithms in multiagent environments poses problems such as nonstationarity and instability. In this paper, we first demonstrate that standard softmax-based policy gradient c…

2019-06-01abs ↗pdf ↗

Counterfactual Regret Minimization (CFR) has found success in settings like poker which have both terminal states and perfect recall. We seek to understand how to relax these requirements. As a first step, we introduce a simple algorithm, local no-regret learning (LONR), which uses a Q-learning-like update rule to allo…

2019-10-07abs ↗pdf ↗

Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can ex…

2019-01-23abs ↗pdf ↗

Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the …

2019-06-05abs ↗pdf ↗

NeuPL learns diverse policies in strategy games efficiently.

problem Iterative training of policies in strategy games leads to under-trained good-responses and wasteful repetition.
method NeuPL uses a single conditional model to represent a population of policies, offering convergence guarantees and transfer learning.
result NeuPL achieves better performance and efficiency across various domains, enabling access to novel strategies.

From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. A…

2019-02-01abs ↗pdf ↗

New theorem guarantees approximate equilibrium in non-convex games.

problem No guarantee of equilibrium in non-convex games.
method Introduced a minimax theorem for non-convex games involving neural networks.
result Provided an approximate minimax theorem for non-convex games.

Study shows resampling labels improves classifier performance in noisy data.

problem Balancing sample size vs label reliability in noisy data.
method Comparing different validation strategies and analyzing MNIST database with varying noise levels.
result Classifier performance declines with high incorrect labels, highlighting the importance of resampling.

Abc-boost is a new line of boosting algorithms for multi-class classification, by utilizing the commonly used sum-to-zero constraint. To implement abc-boost, a base class must be identified at each boosting step. Prior studies used a very expensive procedure based on exhaustive search for determining the base class at …

2010-06-25abs ↗pdf ↗

Paper tackles multiplayer symmetric games, securing equal share for n players.

problem Multiplayer games lack unique equilibria, making guarantees unreliable.
method Identifies conditions for equal share, designs efficient algorithms inspired by no-regret learning.
result Proves algorithms achieve approximate equal share across various settings.

Expanding models in neural fictitious play improves reinforcement learning efficiency and robustness.

problem Forgetting old opponents after training new ones in reinforcement learning.
method Train a single model with sub-models and a selector, expanding the model with new sub-models and updating the selector to maintain a behavior strategy.
result Improves learning efficiency and robustness of neural fictitious play.

This chapter reviews recent advances in multi-agent reinforcement learning.

problem Theoretical foundations for multi-agent reinforcement learning are lacking.
method Selective overview of MARL algorithms with theoretical analysis.
result Identification of new research directions in MARL theory.

Deep networks achieve linear separability through progressive folding of data in higher dimensions.

problem How feed-forward networks achieve linear separability for classification tasks.
method Progressive folding of the data manifold in unoccupied higher dimensions.
result The folding operation allows efficient solutions by providing access to arbitrary regions in the distribution.