G ame-theoretic solution concepts prescribe how rational parties should act in multiagent settings. This is nontrivial because an agent's utility-maximizing strategy generally depends on the other agents' strategies. The most famous solution concept for this is a Nash equilibrium: a strategy profile (one strategy for each agent) where no agent has incentive to deviate from her strategy given that others do not deviate from theirs.In this article I will focus on incomplete-information games, that is, games where the agents do not entirely know the state of the game at all times. The usual way to model them is a game tree where the nodes (that is, states) are further grouped into information sets. In an information set, the player whose turn it is to move cannot distinguish between the states in the information set, but knows that the actual state is one of them. Incomplete-information games encompass most games of practical importance, including most negotiations, auctions, and many applications in information security and physical battle.Such games are strategically challenging. A player has to reason about what others' actions signal about their knowledge. Conversely, the player has to be careful about not signaling too much about her own knowledge to others through her actions. Such games cannot be solved using methods for complete-information games like checkers, chess, or Go. Instead, I will review new game-independent algorithms for solving them.Poker has emerged as a standard benchmark in this space (Shi and Littman 2002; Billings et al. 2002) for a number of reasons, because (1) it exhibits the richness of reasoning about a probabilistic future, how to interpret others' actions as signals, and information hiding through careful action selection, (2) the game is unambiguously specified, (3) the game can be scaled to the desired complexity, (4) humans of a broad range of skill exist for comparison, (5) the game is fun, and (6) computers find interesting strategies automatically. For example, time-tested behaviors such as bluffing and slow play arise from the game-theoretic algorithms automatically rather than having to be explicitly programmed.