Policy gradient methods have become a staple of any single-agent reinforcement learning toolbox, due to their combination of desirable properties: iterate convergence, efficient use of stochastic trajectory feedback, and theoretically-sound avoidance of importance sampling corrections. In multi-agent imperfect-information settings (extensive-form games), however, it is still unknown whether the same desiderata can be guaranteed while retaining theoretical guarantees. Instead, sound methods for extensive-form games rely on approximating \emph{counterfactual} values (as opposed to Q values), which are incompatible with policy gradient methodologies. In this paper, we investigate whether policy gradient can be safely used in two-player zero-sum imperfect-information extensive-form games (EFGs). We establish positive results, showing for the first time that a policy gradient method leads to provable best-iterate convergence to a regularized Nash equilibrium in self-play.
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present ExIt-OOS, a novel approach to playing imperfect information games within the Expert Iteration framework and inspired by AlphaZero. We use Online Outcome Sampling, an online search algorithm for imperfect information games in place of MCTS. While training online, our neural strategy is used to improve the accuracy of playouts in OOS, allowing a learning and pl…
The combination of deep reinforcement learning and search at both training and test time is a powerful paradigm that has led to a number of successes in single-agent settings and perfect-information games, best exemplified by AlphaZero. However, prior algorithms of this form cannot cope with imperfect-information games. This paper presents ReBeL, a general framework for self-play reinforcement learning and search that provably converges to a Nash equilibrium in any two-player zero-sum game. In the simpler setting of perfect-information games, ReBeL reduces to an algorithm similar to AlphaZero.…
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an initial starting hand of 13 cards). As such it poses a challenge for many current reinforcement learning methods. We then use the recently proposed "Proximal Policy Optimization" algorithm to train a deep neural network to play the game, purely learning via self-play, and find that it is able to reach a level which outperforms amateur human players after on…
Many real-world applications can be described as large-scale games of imperfect information. To deal with these challenging domains, prior work has focused on computing Nash equilibria in a handcrafted abstraction of the domain. In this paper we introduce the first scalable end-to-end approach to learning approximate Nash equilibria without prior domain knowledge. Our method combines fictitious self-play with deep reinforcement learning. When applied to Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium, whereas common reinforcement learning methods diverged. In Limi…
Many important real-world settings contain multiple players interacting over an unknown duration with probabilistic state transitions, and are naturally modeled as stochastic games. Prior research on algorithms for stochastic games has focused on two-player zero-sum games, games with perfect information, and games with imperfect-information that is local and does not extend between game states. We present an algorithm for approximating Nash equilibrium in multiplayer general-sum stochastic games with persistent imperfect information that extends throughout game play. We experiment on a 4-playe…
To learn good joint policies for multi-agent collaboration with imperfect information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g., self-play) work with guarantees, in multi-agent cooperative setting they often converge to sub-optimal Nash equilibrium. On the other hand, directly modeling joint policy changes in imperfect information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of…
Counterfactual Regret Minimization (CFR) is the most popular iterative algorithm for solving zero-sum imperfect-information games. Regret-Based Pruning (RBP) is an improvement that allows poorly-performing actions to be temporarily pruned, thus speeding up CFR. We introduce Total RBP, a new form of RBP that reduces the space requirements of CFR as actions are pruned. We prove that in zero-sum games it asymptotically prunes any action that is not part of a best response to some Nash equilibrium. This leads to provably faster convergence and lower space requirements. Experiments show that Total …
We study infinite-horizon discounted two-player zero-sum Markov games, and develop a decentralized algorithm that provably converges to the set of Nash equilibria under self-play. Our algorithm is based on running an Optimistic Gradient Descent Ascent algorithm on each state to learn the policies, with a critic that slowly learns the value of each state. To the best of our knowledge, this is the first algorithm in this setting that is simultaneously rational (converging to the opponent's best response when it uses a stationary policy), convergent (converging to the set of Nash equilibria under…
Ganzfried Research(甘茨弗里德研究公司);Florida International University(佛罗里达国际大学)
Creating strong agents for games with more than two players is a major open problem in AI. Common approaches are based on approximating game-theoretic solution concepts such as Nash equilibrium, which have strong theoretical guarantees in two-player zero-sum games, but no guarantees in non-zero-sum games or in games with more than two players. We describe an agent that is able to defeat a variety of realistic opponents using an exact Nash equilibrium strategy in a 3-player imperfect-information game. This shows that, despite a lack of theoretical guarantees, agents based on Nash equilibrium st…
We provide a formal definition of depth-limited games together with an accessible and rigorous explanation of the underlying concepts, both of which were previously missing in imperfect-information games. The definition works for an arbitrary extensive-form game and is not tied to any specific game-solving algorithm. Moreover, this framework unifies and significantly extends three approaches to depth-limited solving that previously existed in extensive-form games and multiagent reinforcement learning but were not known to be compatible. A key ingredient of these depth-limited games are value f…
Efficient Last-iterate Convergence Algorithms in Solving Games
National Key Laboratory for Novel Software Technology, Nanjing University(南京大学新型软件技术国家重点实验室);Centre for Artificial Intelligence and Robotics, Hong Kong Institute of Science & Innovation, CAS(中国科学院香港创新研究院人工智能与机器人中心);Jiangsu Key Laboratory of Big Data Security and Intelligent Processing, Nanjing University of Posts and Telecommunications(南京邮电大学江苏省大数据安全与智能处理重点实验室);Microsoft Corporation(微软公司);School of Computer Science and Engineering, Nanyang Technological University(南洋理工大学计算机科学与工程学院)
Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in large-scale imperfect-information games (i.e. war games, football coach or business strategies). Neural Fictitious Self Play (NFSP) is an effective algorithm for learning approximate Nash equilibrium of imperfect-information games from self-play without prior domain knowledge. However, it relies on Deep Q-Network, which is off-line and is hard to converge in on…
Carnegie Mellon University(卡内基梅隆大学);University of Washington(华盛顿大学);Meta AI Research(Meta人工智能研究院)
Multi-Agent Reinforcement Learning (MARL) -- where multiple agents learn to interact in a shared dynamic environment -- permeates across a wide range of critical applications. While there has been substantial progress on understanding the global convergence of policy optimization methods in single-agent RL, designing and analysis of efficient policy optimization algorithms in the MARL setting present significant challenges, which unfortunately, remain highly inadequately addressed by existing theory. In this paper, we focus on the most basic setting of competitive multi-agent RL, namely two-pl…
In the literature of game theory, the information sets of extensive form games have different interpretations, which may lead to confusions and paradoxical cases. We argue that the problem lies in the mix-up of two interpretations of the extensive form game structures: game rules or game runs which do not always coincide. In this paper, we try to separate and connect these two views by proposing a dynamic epistemic framework in which we can compute the runs step by step from the game rules plus the given assumptions of the players. We propose a modal logic to describe players' knowledge and it…
Limited lookahead has been studied for decades in perfect-information games. We initiate a new direction via two simultaneous deviation points: generalization to imperfect-information games and a game-theoretic approach. We study how one should act when facing an opponent whose lookahead is limited. We study this for opponents that differ based on their lookahead depth, based on whether they, too, have imperfect information, and based on how they break ties. We characterize the hardness of finding a Nash equilibrium or an optimal commitment strategy for either player, showing that in some of t…
Florida International University(佛罗里达国际大学);Ganzfried Research(Ganzfried研究院);Stanford University(斯坦福大学)
Two fundamental problems in computational game theory are computing a Nash equilibrium and learning to exploit opponents given observations of their play (opponent exploitation). The latter is perhaps even more important than the former: Nash equilibrium does not have a compelling theoretical justification in game classes other than two-player zero-sum, and for all games one can potentially do better by exploiting perceived weaknesses of the opponent than by following a static equilibrium strategy throughout the match. The natural setting for opponent exploitation is the Bayesian setting where…
Reevaluating Policy Gradient Methods for Imperfect-Information Games
University of Texas at Austin(德克萨斯大学奥斯汀分校);University of California, Berkeley(加州大学伯克利分校);Massachusetts Institute of Technology(麻省理工学院);Carnegie Mellon University(卡内基梅隆大学);NYU Tandon School of Engineering(纽约大学坦顿工程学院)
In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincaré recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how th…
Extensive-form games with imperfect recall are an important game-theoretic model that allows a compact representation of strategies in dynamic strategic interactions. Practical use of imperfect recall games is limited due to negative theoretical results: a Nash equilibrium does not have to exist, computing maxmin strategies is NP-hard, and they may require irrational numbers. We present the first algorithm for approximating maxmin strategies in two-player zero-sum imperfect recall games without absentmindedness. We modify the well-known sequence-form linear program to model strategies in imper…
CyberAgent, Inc.(赛博艾坚特公司);University of Electro-Communications(电气通信大学)
In this study, we consider a variant of the Follow the Regularized Leader (FTRL) dynamics in two-player zero-sum games. FTRL is guaranteed to converge to a Nash equilibrium when time-averaging the strategies, while a lot of variants suffer from the issue of limit cycling behavior, i.e., lack the last-iterate convergence guarantee. To this end, we propose mutant FTRL (M-FTRL), an algorithm that introduces mutation for the perturbation of action probabilities. We then investigate the continuous-time dynamics of M-FTRL and provide the strong convergence guarantees toward stationary points that ap…
Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);School of Artificial Intelligence, University of Chinese Academy of Sciences(中国科学院大学人工智能学院)
Owning to the unremitting efforts by a few institutes, significant progress has recently been made in designing superhuman AIs in No-limit Texas Hold'em (NLTH), the primary testbed for large-scale imperfect-information game research. However, it remains challenging for new researchers to study this problem since there are no standard benchmarks for comparing with existing methods, which seriously hinders further developments in this research area. In this work, we present OpenHoldem, an integrated toolkit for large-scale imperfect-information game research using NLTH. OpenHoldem makes three ma…
Counterfactual regret minimization (CFR) is a family of iterative algorithms that are the most popular and, in practice, fastest approach to approximately solving large imperfect-information games. In this paper we introduce novel CFR variants that 1) discount regrets from earlier iterations in various ways (in some cases differently for positive and negative regrets), 2) reweight iterations in various ways to obtain the output strategies, 3) use a non-standard regret minimizer and/or 4) leverage "optimistic regret matching". They lead to dramatically improved performance in many settings. For…
We provide several positive and negative complexity results for solving games with imperfect recall. Using a one-to-one correspondence between these games on one side and multivariate polynomials on the other side, we show that solving games with imperfect recall is as hard as solving certain problems of the first order theory of reals. We establish square root sum hardness even for the specific class of A-loss games. On the positive side, we find restrictions on games and strategies motivated by Bridge bidding that give polynomial-time complexity.
We investigate the interrelation between graph searching games and games with imperfect information. As key consequence we obtain that parity games with bounded imperfect information can be solved in PTIME on graphs of bounded DAG-width which generalizes several results for parity games on graphs of bounded complexity. We use a new concept of graph searching where several cops try to catch multiple robbers instead of just a single robber. The main technical result is that the number of cops needed to catch r robbers monotonously is at most r times the DAG-width of the graph. We also explore as…
Counterfactual Regret Minimization (CFR) is an efficient no-regret learning algorithm for decision problems modeled as extensive games. CFR's regret bounds depend on the requirement of perfect recall: players always remember information that was revealed to them and the order in which it was revealed. In games without perfect recall, however, CFR's guarantees do not apply. In this paper, we present the first regret bound for CFR when applied to a general class of games with imperfect recall. In addition, we show that CFR applied to any abstraction belonging to our general class results in a re…
Beyond Outcome-Based Imperfect-Recall: Higher-Resolution Abstractions for Imperfect-Information Games
School of Artificial Intelligence(人工智能学院);University of Chinese Academy of Sciences(中国科学院大学);Institute of Automation(自动化研究所);Chinese Academy of Sciences(中国科学院)
Counterfactual Regret Minimization and variants (e.g. Public Chance Sampling CFR and Pure CFR) have been known as the best approaches for creating approximate Nash equilibrium solutions for imperfect information games such as poker. This paper introduces CFR$^+$, a new algorithm that typically outperforms the previously known algorithms by an order of magnitude or more in terms of computation time while also potentially requiring less memory.
In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole, unlike perfect-information games. Nevertheless, it is possible to first approximate a solution for the whole game and then improve it by solving individual subgames. This is referred to as subgame solving. We introduce subgame-solving techniques that outperform prior methods both in theory and practice. We also show how to adapt them, and past subgame-solving…