Smoothing Techniques for Computing Nash Equilibria of Sequential Games
By Samid Hoda, Andrew Gilpin, Javier F. Peña, Tuomas Sandholm. 2010
189 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Economics and Econometrics, Management Science and Operations Research
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Noam Brown
- Neil Burch
- Tuomas Sandholm
- Michael H. Bowling
- Adam Lerer
- David Silver
- Johannes Heinrich
- Jakob N. Foerster
In Economics and Econometrics
- Neil Burch
- Noam Brown
- Tuomas Sandholm
- Michael H. Bowling
- Johannes Heinrich
- David Silver
- Adam Lerer
- Viliam Lisý
In Management Science and Operations Research
- Neil Burch
- Tuomas Sandholm
- Noam Brown
- David Silver
- Johannes Heinrich
- Michael Bradley Johanson
- Michael H. Bowling
- Sam Ganzfried
Citations in the corpus
- Tractable Objectives for Robust Policy Optimization (2012, background): “A worst-case analysis in such a formulation is non-sensical, except in the case of distributions with bounded support (i.e. Uniform distributions), in which case it offers nothing over uncertainty sets.”
- Time and Space: Why Imperfect Information Games are Hard (2018, unknown): “solved this problem by introducing a recursively constructed prox function for sequence form problems, based on a choice of a base prox function at each information set [38].”
- Deep Counterfactual Regret Minimization (2018, methodology): “…algorithms have been shown to minimize regret when parameters are tuned appropriately [26] but the performance of these algorithms is comparable to NFSP. First-order methods converge to a Nash equilibrium in O (1 /T ) [12, 16], which is far better than CFR’s theoretical bound of O (1 / √ T ) .”
- Hierarchical Abstraction, Distributed Equilibrium Computation, and Post-Processing, with Application to a Champion No-Limit Texas Hold'em Agent (2015, background): “The leading approach for creating strong agents for large imperfect-information games—which is used by all of the strongest Texas Hold’em (TH) poker agents—is to first create a sufficiently small strategic approximation of the full game, called an abstraction, then to apply an equilibriumfinding alg”
- The State of Solving Large Incomplete-Information Games, and Application to Poker (2010, background): “…then the conjugate d∗ is Lipschitz continuous, differentiable everywhere, and If the prox-function’s conjugate and the conjugate’s gradient are computable quickly (and the prox-function is continuous, strongly convex, and differentiable), we say that the prox-function is nice (Hoda et al. 2010).”
- Finding Optimal Abstract Strategies in Extensive-Form Games (2012, methodology): “They have been used to model a variety of scenarios including game playing (Zinkevich et al. 2008; Lanctot et al. 2009; Hoda et al. 2010; Risk and Szafron 2010), bargaining and negotiation (Lazaric, de Cote, and Gatti 2007; Gatti 2008), argumentation (Procaccia and Rosenschein 2005), and even distri”
- An Exact Double-Oracle Algorithm for Zero-Sum Extensive-Form Games with Imperfect Information (2014, methodology): “Another popular method is Excessive Gap Technique that exploits the convex properties of the sequence-form representation and uses recent mathematical results on finding extreme points of smooth functions (see Hoda et al., 2010, for the details).”
- Dynamic Thresholding and Pruning for Regret Minimization (2017, methodology): “For EGT, the results using c = {0.001, 0.005, 0.01} are all similar and beneficial, while using a value of 0.05 is too aggressive, and hurts performance slightly.”
- Stochastic Mirror Descent: Convergence Analysis and Adaptive Variants via the Mirror Stochastic Polyak Stepsize (2021, background): “For example, in sequential games particular instances of mirror descent have been designed to allow for efficient projections on the strategy spaces of players (Hoda et al., 2010; Kroer et al., 2020).”
- Self-play Monte-Carlo tree search in computer poker (2014, methodology): “Common game-theoretic methods in computer poker are based on linear programming (Billings et al. 2003; Gilpin and Sandholm 2006), nonsmooth convex optimization (Hoda et al. 2010), fictitious play (Ganzfried and Sandholm 2008) or counterfactual regret minimization (CFR) (Zinkevich et al. 2007).”
- Endgame Solving in Large Imperfect-Information Games (2015, methodology): “To address such large games, newer approximate equilibriumfinding algorithms have been developed that scale to games with around 10 14 nodes, such as counterfactual regret minimization (CFR) [21] and an algorithm based on the excessive gap technique (EGT) [10].”