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…
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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…
Paper addresses theoretical risks in neural MCCFR, proposing Robust Deep MCCFR for improved performance.
ISMCTS-BR learns best responses in large games, approximating worst-case performance.
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…
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…
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradi…
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…
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 …
NeuPL learns diverse policies in strategy games efficiently.
Deep RL improves Diplomacy performance, outperforming previous methods.
In recent years, reinforcement learning (RL) methods have been applied to model gameplay with great success, achieving super-human performance in various environments, such as Atari, Go, and Poker. However, those studies mostly focus on winning the game and have largely ignored the rich and complex human motivations, w…
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…
Although recent work in AI has made great progress in solving large, zero-sum, extensive-form games, the underlying assumption in most past work is that the parameters of the game itself are known to the agents. This paper deals with the relatively under-explored but equally important "inverse" setting, where the param…
New theorem guarantees approximate equilibrium in non-convex games.
Study shows resampling labels improves classifier performance in noisy data.
Model predicts stock market volatility, leading to successful trading.
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 …
Paper tackles multiplayer symmetric games, securing equal share for n players.
Expanding models in neural fictitious play improves reinforcement learning efficiency and robustness.
Most industrial recommender systems rely on the popular collaborative filtering (CF) technique for providing personalized recommendations to its users. However, the very nature of CF is adversarial to the idea of user privacy, because users need to share their preferences with others in order to be grouped with like-mi…
This chapter reviews recent advances in multi-agent reinforcement learning.
Deep networks achieve linear separability through progressive folding of data in higher dimensions.