information games
Recently Published Documents


TOTAL DOCUMENTS

132
(FIVE YEARS 30)

H-INDEX

16
(FIVE YEARS 1)

2021 ◽  
Vol 66 (2) ◽  
pp. 51
Author(s):  
T.-V. Pricope

Imperfect information games describe many practical applications found in the real world as the information space is rarely fully available. This particular set of problems is challenging due to the random factor that makes even adaptive methods fail to correctly model the problem and find the best solution. Neural Fictitious Self Play (NFSP) is a powerful algorithm for learning approximate Nash equilibrium of imperfect information games from self-play. However, it uses only crude data as input and its most successful experiment was on the in-limit version of Texas Hold’em Poker. In this paper, we develop a new variant of NFSP that combines the established fictitious self-play with neural gradient play in an attempt to improve the performance on large-scale zero-sum imperfect information games and to solve the more complex no-limit version of Texas Hold’em Poker using powerful handcrafted metrics and heuristics alongside crude, raw data. When applied to no-limit Hold’em Poker, the agents trained through self-play outperformed the ones that used fictitious play with a normal-form single-step approach to the game. Moreover, we showed that our algorithm converges close to a Nash equilibrium within the limited training process of our agents with very limited hardware. Finally, our best self-play-based agent learnt a strategy that rivals expert human level.  


2021 ◽  
Vol 231 ◽  
pp. 107434
Author(s):  
Huale Li ◽  
Xuan Wang ◽  
Kunchi Li ◽  
Fengwei Jia ◽  
Yulin Wu ◽  
...  

Author(s):  
Yunsheng Zhang ◽  
Dong Yan ◽  
Bei Shi ◽  
Haobo Fu ◽  
Qiang Fu ◽  
...  

AlphaZero has achieved superhuman performance on various perfect-information games, such as chess, shogi and Go. However, directly applying AlphaZero to imperfect-information games (IIG) is infeasible, due to the fact that traditional MCTS methods cannot handle missing information of other players. Meanwhile, there have been several extensions of MCTS for IIGs, by implicitly or explicitly sampling a state of other players. But, due to the inability to handle private and public information well, the performance of these methods is not satisfactory. In this paper, we extend AlphaZero to multiplayer IIGs by developing a new MCTS method, Action-Prediction MCTS (AP-MCTS). In contrast to traditional MCTS extensions for IIGs, AP-MCTS first builds the search tree based on public information, adopts the policy-value network to generalize between hidden states, and finally predicts other players' actions directly. This design bypasses the inefficiency of sampling and the difficulty of predicting the state of other players. We conduct extensive experiments on the popular 3-player poker game DouDiZhu to evaluate the performance of AP-MCTS combined with the framework AlphaZero. When playing against experienced human players, AP-MCTS achieved a 65.65\% winning rate, which is almost twice the human's winning rate. When comparing with state-of-the-art DouDiZhu AIs, the Elo rating of AP-MCTS is 50 to 200 higher than them. The ablation study shows that accurate action prediction is the key to AP-MCTS winning.


ICGA Journal ◽  
2021 ◽  
pp. 1-24
Author(s):  
Mingyan Wang ◽  
Hang Ren ◽  
Wei Huang ◽  
Taiwei Yan ◽  
Jiewei Lei ◽  
...  

The Mahjong game has widely been acknowledged to be a difficult problem in the field of imperfect information games. Because of its unique characteristics of asymmetric, serialized and multi-player game information, conventional methods of dealing with perfect information games are difficult to be applied directly on the Mahjong game. Therefore, AI (artificial intelligence)-based studies to handle the Mahjong game become challenging. In this study, an efficient AI-based method to play the Mahjong game is proposed based on the knowledge and game-tree searching strategy. Technically, we simplify the Mahjong game framework from multi-player to single-player. Based on the above intuition, an improved search algorithm is proposed to explore the path of winning. Meanwhile, three node extension strategies are proposed based on heuristic information to improve the search efficiency. Then, an evaluation function is designed to calculate the optimal solution by combining the winning rate, score and risk value assessment. In addition, we combine knowledge and Monte Carlo simulation to construct an opponent model to predict hidden information and translate it into available relative probabilities. Finally, dozens of experiments are designed to prove the effectiveness of each algorithm module. It is also worthy to mention that, the first version of the proposed method, which is named as KF-TREE, has won the silver medal in the Mahjong tournament of 2019 Computer Olympiad.


2021 ◽  
Vol 294 ◽  
pp. 103453
Author(s):  
Guifei Jiang ◽  
Dongmo Zhang ◽  
Laurent Perrussel ◽  
Heng Zhang

Author(s):  
Yackolley Amoussou-Guenou ◽  
Souheib Baarir ◽  
Maria Potop-Butucaru ◽  
Nathalie Sznajder ◽  
Léo Tible ◽  
...  

2021 ◽  
pp. 1-1
Author(s):  
Rinu Boney ◽  
Alexander Ilin ◽  
Juho Kannala ◽  
Jarno Seppanen

Complexity ◽  
2020 ◽  
Vol 2020 ◽  
pp. 1-9
Author(s):  
Zhenyang Guo ◽  
Xuan Wang ◽  
Shuhan Qi ◽  
Tao Qian ◽  
Jiajia Zhang

Imperfect information games have served as benchmarks and milestones in fields of artificial intelligence (AI) and game theory for decades. Sensing and exploiting information to effectively describe the game environment is of critical importance for game solving, besides computing or approximating an optimal strategy. Reconnaissance blind chess (RBC), a new variant of chess, is a quintessential game of imperfect information where the player’s actions are definitely unobserved by the opponent. This characteristic of RBC exponentially expands the scale of the information set and extremely invokes uncertainty of the game environment. In this paper, we introduce a novel sense method, Heuristic Search of Uncertainty Control (HSUC), to significantly reduce the uncertainty of real-time information set. The key idea of HSUC is to consider the whole uncertainty of the environment rather than predicting the opponents’ strategy. Furthermore, we realize a practical framework for RBC game that incorporates our HSUC method with Monte Carlo Tree Search (MCTS). In the experiments, HSUC has shown better effectiveness and robustness than comparison opponents in information sensing. It is worth mentioning that our RBC game agent has won the first place in terms of uncertainty management in NeurIPS 2019 RBC tournament.


Sign in / Sign up

Export Citation Format

Share Document