Better automated abstraction techniques for imperfect information

Better automated abstraction techniques for imperfect
information games, with application to Texas Hold’em poker*
Andrew Gilpin and Tuomas Sandholm, CMU, CSD
*This material based upon work supported by the National Science Foundation under ITR grant IIS-0427858.
Games and information
•Perfect information games: agents
have complete knowledge of the
world’s state (e.g., chess, Go)
•Imperfect information games:
agents are partially informed about
the world’s state. For example:
•Robot facing adversaries in an
uncertain, stochastic environment
•Most economic situations where
agents have private information
•Most card games where the
opponents’ cards are hidden
Challenges for AI
• Imperfect information
• Risk assessment and management
• Speculation & counter-speculation
• Signaling and interpreting signals
(misrepresentation, bluffing, etc.)
Game theory
• In multi-agent systems, an agent’s
outcome depends on the actions of
the other agents
• Consequently, an agent’s optimal
action depends on the actions of the
other agents
• Game theory provides guidance as to
how an agent should act
• A game-theoretic equilibrium
specifies a strategy for each agent
such that no agent wishes to deviate
• Computing an equilibrium of a game
is hard, but:
• Two-person zero-sum games can be
solved in poly-time using the
sequence form and linear
programming
GameShrink [3]
• Automated abstraction technique
that yields smaller, equivalent game
• Nash equilibria in the smaller game
correspond to Nash equilibria in the
original game
• Smaller, abstracted game can be
solved using standard techniques
• This method was used to solve
Rhode Island Hold’em poker
• For even larger games, GameShrink
can be used as an approximation
algorithm
• Used to construct GS1 [4]
Experimental results
High-level view of GS2, our Texas
Hold’em poker player
• Game tree has ~1018 leaves
• This is too much to consider at once (even
for GameShrink)
• We split 4 betting rounds into 2 phases
• We solve first phase (3 rounds) offline
• We solve second phase (2 rounds) in a realtime equilibrium computation, using
updated beliefs from the first 2 rounds:
Opponent
Series won
by GS2
Win rate (small
bets per 100)
GS1
38 of 50
+3.12
Sparbot
28 of 50
+0.43
Vexbot
32 of 50
-0.62
GS2 without improved
abstraction and without
estimated payoffs
48 of 50
+2.87
GS2 without improved
abstraction
35 of 50
+2.73
GS2 without estimated
payoffs
44 of 50
+0.72
• Sparbot: Game theory-based player,
manual abstraction [1]
• Vexbot: Opponent modeling,
miximax search with statistical
sampling [2]
Optimized approximate abstraction
• Original version of GameShrink yielded
lopsided abstractions when used as an
abstraction algorithm
• Now we instead find the abstractions via
clustering and integer programming:
• For each betting round of the game:
• For each group of hands in that round:
• Use k-means clustering to determine
best clustering for all possible values
of k (using win probability as metric)
• For each value of k, compute the
expected error
• Solve an integer program (IP) to
allocate the buckets such that the
overall expected error is minimized
• (Solving these IPs is easy in practice)
Mitigating effect of having multiple
phases (round-based abstraction)
• For the leaves of Phase I, GS1 and
Sparbot assumed rollout with no betting
for the final round
• Can do better by estimating the betting
that occurs in later rounds
• Incorporate this info in LP for Phase I
• For each possible hand strength and for
each possible betting situation, we store
the probability of each action
• This data is mined from 100’000s of
hands played
• We use these estimated payoffs as the
payoffs to use in the LP for Phase I
Example of betting in 4th round
Player 1 has bet. Player 2 to fold, call, or raise
Ongoing research
• Provable bounds on approximation
• Improved equilibrium-finding
algorithms
• Non-smooth minimization
techniques
• Interior-point method tailored
for the sequence form LP
• Incorporating opponent modeling
in game-theoretic framework
• Tournament poker (e.g. [5])
• No-limit Texas Hold’em
• Games with more than 2 players
• May need to use alternative
solution concept
References
1. D. Billings, N. Burch, A. Davidson,
R. Holte, J. Schaeffer, T.
Schauenberg, and D. Szafron.
Approximating game-theoretic
optimal strategies for full-scale
poker. In IJCAI, 2003.
2. D. Billings, M. Bowling, N. Burch, A.
Davidson, R. Holte, J. Schaeffer,
T. Schauenberg, and D. Szafron.
Game tree search with adaptation
in stochastic imperfect
information games. In Computers
and Games. Spring-Verlag. 2004.
3. A. Gilpin and T. Sandholm. Finding
equilibria in large sequential games
of imperfect information. In ACMEC, 2006.
4. A. Gilpin and T. Sandholm. A
competitive Texas Hold’em poker
player via automated abstraction
and real-time equilibrium
computation. In AAAI, 2006.
5. P.B. Miltersen and T.B. Sørensen. A
near-optimal strategy for a headsup no-limit Texas Hold'em poker
tournament. In AAMAS, 2007.