2008 IEEE Symposium on Computational Intelligence and Games 2008
DOI: 10.1109/cig.2008.5035618
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Evolving opponent models for Texas Hold 'Em

Abstract: Abstract-Opponent models allow software agents to assess a multi-agent environment more accurately and therefore improve the agent's performance. This paper makes use of coarse approximations to game-theoretic player representations to improve the performance of software players in Limit Texas Hold 'Em poker. A 10-parameter model, intended to model a combination, or mixture, of various strategies is developed to represent the opponent. A 'mixture identifier' is then evolved using the NEAT neuroevolution method… Show more

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Cited by 10 publications
(6 citation statements)
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“…Neuroevolution can be used in the specific role of predicting opponent strategy, as part of a player whose other parts might or might not be based on neuroevolution. Lockett and Miikkulainen evolved networks that could predict the other player's strategy in Texas Hold'em Poker, increasing the win rate of agents that used the model [66].…”
Section: Modelling Opponent Strategymentioning
confidence: 99%
“…Neuroevolution can be used in the specific role of predicting opponent strategy, as part of a player whose other parts might or might not be based on neuroevolution. Lockett and Miikkulainen evolved networks that could predict the other player's strategy in Texas Hold'em Poker, increasing the win rate of agents that used the model [66].…”
Section: Modelling Opponent Strategymentioning
confidence: 99%
“…Texas Hold ‘Em poker is a classic game used for studying learning mechanisms, especially for trying to predict opponents’ strategies and to play based on their model (Billings, Papp, Schaeffer, & Szafron, 1998; Ganzfried & Sandholm, 2011; Lockett & Miikkulainen, 2008). Lockett and Miikulainen (2008) used a coarse approximation to game-theoretic agents representations to improve the performance of agents in playing a Limit Texas Hold ‘Em poker by using opponent models initialized with a diverse mix of several parameters in order to develop agents using different strategies. The Deviation-Based Best Response (DBBR) algorithm has been developed by Ganzfriend and Sandholm (2011), for opponent modelling in large extensive-form games of imperfect information.…”
Section: An Overview Of Background and Related Workmentioning
confidence: 99%
“…Perhaps the most interesting of these look at neuroevolution models, which are trained on opponents' behaviour on prior hands to predict when certain players might be playing suboptimally [4,8]. Impressively, even for a low-dimensional parameter space, some of these models have claimed on average 60% of table winnings when tested for a two-player game [9]. In addition to these quantitative studies, a substantial volume of work has been published in popular psychology [11,12], although it remains unclear whether many of the qualitative arguments are supported by quantitative evidence.…”
Section: Introductionmentioning
confidence: 99%