2021
DOI: 10.48550/arxiv.2112.03178
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Player of Games

Abstract: Games have a long history of serving as a benchmark for progress in artificial intelligence. Recently, approaches using search and learning have shown strong performance across a set of perfect information games, and approaches using game-theoretic reasoning and learning have shown strong performance for specific imperfect information poker variants. We introduce Player of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reason… Show more

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Cited by 13 publications
(19 citation statements)
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References 29 publications
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“…Nonetheless, they form a closed system where, in theory, every combination of card shuffle and every possible bid could be simulated with exhaustive search and have regularities that could be exploited probabilistically using methods similar to the preceding methods. Google's PoG (Player of Games) already plays high-level poker [29], and at this writing, NukkAI has defeated eight world bridge champions [30,31].…”
Section: Probabilistic Searchmentioning
confidence: 99%
“…Nonetheless, they form a closed system where, in theory, every combination of card shuffle and every possible bid could be simulated with exhaustive search and have regularities that could be exploited probabilistically using methods similar to the preceding methods. Google's PoG (Player of Games) already plays high-level poker [29], and at this writing, NukkAI has defeated eight world bridge champions [30,31].…”
Section: Probabilistic Searchmentioning
confidence: 99%
“…Some previous works explicitly discuss and exploit the simplifying properties of poker [9,14,10]. Similarly, the recent paper [20] acknowledges its use of a very specific version of the counterfactual regret minimization algorithm (CFR), though it does not go into details regarding the differences between this version and the vanilla CFR [27]. However, a vast majority of recent papers present their analysis for EFGs but only implement (and evaluate) their ideas on poker or games with nearidentical structure (such as liar's dice).…”
Section: Introductionmentioning
confidence: 99%
“…This paper is concerned with the problem of learning equilibria in Imperfect-Information Extensive-Form Games (IIEFGs) (Kuhn, 1953). IIEFGs is a general formulation for multi-player games with both imperfect information (such as private information) and sequential play, and has been used for modeling and solving real-world games such as Poker (Heinrich et al, 2015;Moravčík et al, 2017;Sandholm, 2018, 2019), Bridge (Tian et al, 2020), Scotland Yard (Schmid et al, 2021), and so on. In a two-player zero-sum IIEFG, the standard solution concept is the celebrated notion of Nash Equilibrium (NE) (Nash et al, 1950), that is, a pair of independent policies for both players such that no player can gain by deviating from her own policy.…”
Section: Introductionmentioning
confidence: 99%