Accelerating Best Response Calculation in Large Extensive Games
By Michael Bradley Johanson, Kevin Waugh, Michael H. Bowling, Martin A. Zinkevich. 2011
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Marc Lanctot
- Pablo Hernandez-Leal
- Sergey Levine
- Yoshua Bengio
- Yuxi Li
- Pieter Abbeel
- Karl Tuyls
- Julien Pérolat
Citations in the corpus
- A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning (2017, background): “NashConv is easy to compute in small enough games [45]; for CFR’s values see Appendix E.”
- A survey and critique of multiagent deep reinforcement learning (2018, background): “[254] also found “overfitting” when solving large extensive games (e.”
- Rethinking Formal Models of Partially Observable Multiagent Decision Making (2019, methodology): “he ideas related to decomposition in games with imperfect information have been developed in the EFG framework (augmented information sets, public states, and subgames, defined in (Burch et al., 2014; Johanson et al., 2011; Moravˇcík et al., 2017; Šustr et al., 2019)), this has been done in a patchwo”
- Finding Optimal Abstract Strategies in Extensive-Form Games (2012, methodology): “A recent publication presented a technique for efficiently computing best-responses in very large extensiveform games (Johanson et al. 2011).”
- Time and Space: Why Imperfect Information Games are Hard (2018, background): “Because there can be a disconnect between exploitability and the one-on-one performance [47], we might also be interested in the effect of re-solving on the expected performance against other agents.”
- Solving Games with Functional Regret Estimation (2014, background): “2008), it appears to not occur with any significance in the large games of interest (Johanson et al. 2011; Bard et al. 2013).”
- Evaluating state-space abstractions in extensive-form games (2013, methodology): “The Percentile nested E[HS 2 ] / E[HS] abstraction technique has been well studied by researchers [12] [19] and was used by Hyperborean in the Annual Computer Poker Competitions from 2007 to 2009.”
- Poker-CNN: A Pattern Learning Strategy for Making Draws and Bets in Poker Games Using Convolutional Networks (2015, background): “2007) (Johanson et al. 2011) (Johanson et al.”
- Measuring the Size of Large No-Limit Poker Games (2013, background): “While heads-up limit is sufficiently small that the suboptimality of strategies can now be evaluated conveniently [8] and close approximations to an optimal strategy are becoming possible [6], the situation in the no-limit ACPC events appears bleak.”