Abstract | ||
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One fundamental evaluation criteria of an AI technique is its performance in the worst-case. For static strategies in extensive games, this can be computed using a best response computation. Conventionally, this requires a full game tree traversal. For very large games, such as poker, that traversal is infeasible to perform on modern hardware. In this paper, we detail a general technique for best response computations that can often avoid a full game tree traversal. Additionally, our method is specifically well-suited for parallel environments. We apply this approach to computing the worst-case performance of a number of strategies in heads-up limit Texas hold'em, which, prior to this work, was not possible. We explore these results thoroughly as they provide insight into the effects of abstraction on worst-case performance in large imperfect information games. This is a topic that has received much attention, but could not previously be examined outside of toy domains. |
Year | DOI | Venue |
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2011 | 10.5591/978-1-57735-516-8/IJCAI11-054 | IJCAI |
Keywords | Field | DocType |
extensive game,general technique,large extensive game,texas hold,best response computation,best response calculation,large game,worst-case performance,fundamental evaluation criterion,ai technique,full game tree traversal,large imperfect information game | Tree traversal,Abstraction,Computer science,Best response,Theoretical computer science,Artificial intelligence,Perfect information,Game tree,Machine learning,Computation | Conference |
Citations | PageRank | References |
34 | 1.55 | 5 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Michael Johanson | 1 | 367 | 25.69 |
Kevin Waugh | 2 | 217 | 15.18 |
Michael H. Bowling | 3 | 2460 | 205.07 |
Martin Zinkevich | 4 | 1893 | 160.99 |