The State of Solving Large Incomplete-Information Games, and Application to Poker
By Tuomas Sandholm. 2010
128 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Management Science and Operations Research, Reinforcement Learning, Game & Decision Theory
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
In Management Science and Operations Research
- Neil Burch
- Marc Lanctot
- David Silver
- Johannes Heinrich
- Karl Tuyls
- Michael Bradley Johanson
- Michael H. Bowling
- Julien Pérolat
In Reinforcement Learning
- Karl Tuyls
- Yuxi Li
- Marc Lanctot
- Julien Pérolat
- David Silver
- Sergey Levine
- Jean-Baptiste Lespiau
- R´emi Munos
In Game & Decision Theory
- Karl Tuyls
- Neil Burch
- Marc Lanctot
- Julien Pérolat
- David Silver
- Johannes Heinrich
- Dustin Morrill
- Tuomas Sandholm
Citations in the corpus
- OpenSpiel: A Framework for Reinforcement Learning in Games (2019, background): “It has revolutionized Poker AI research [58, 60], leading to the largest variants of poker being solved and competitive polices that have beat top human professionals [10, 45, 13, 15].”
- DeepStack: Expert-level artificial intelligence in heads-up no-limit poker (2017, neutral): “Abstraction and offline computation of complete strategies has been the dominant approach for almost 20 years (33, 40, 41).”
- Evaluating state-space abstractions in extensive-form games (2013, background): “] have made remarkable progress [15] [11], the size of most real-world settings is beyond the capability of current solvers.”
- Fictitious Self-Play in Extensive-Form Games (2015, background): “XFP and many other current methods of computational game theory (Sandholm, 2010) are full-width approaches and therefore require reasoning about every state in the game at each iteration.”
- An Exact Double-Oracle Algorithm for Zero-Sum Extensive-Form Games with Imperfect Information (2014, background): “Another notable example is the algorithmic progress that has led to game-theoretic Poker agents that are competitive with highly skilled human opponents (e.g., see Zinkevich, Bowling, & Burch, 2007; Sandholm, 2010).”
- Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence (2019, background): “Competitive multi-agent intelligence originally comes from computational game theory [9, 11, 60, 79].”
- Opponent Modeling by Expectation–Maximization and Sequence Prediction in Simplified Poker (2017, unknown): “For more information we refer the reader to the review by Sandholm on the state of solving incomplete-information games [22], and the review by Rubin and Watson on algorithms, approaches , and agents in computer poker [23].”
- Self-play Monte-Carlo tree search in computer poker (2014, background): “Computer poker provides a diversity of stochastic imperfect information games of different sizes and has proved to be a fruitful research domain for game theory and artificial intelligence (Sandholm 2010; Rubin and Watson 2011).”
- Finding Optimal Abstract Strategies in Extensive-Form Games (2012, background): “This improvement, as larger and larger abstract games are solved, has appeared to drive much of the advancement in the Annual Computer Poker Competitions (Sandholm 2010).”
- Computing Approximate Nash Equilibria and Robust Best-Responses Using Sampling (2011, unknown): “(2010) and Sandholm (2010) is to use the Excessive Gap Technique applied to a relaxed optimization problem from which the linear program described above is derived.”