Accelerating Best Response Calculation in Large Extensive Games
Johanson, Michael (University of Alberta) | Waugh, Kevin (Carnegie Mellon University) | Bowling, Michael (University of Alberta) | Zinkevich, Martin (Yahoo! Research)
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.
Jul-19-2011
- Country:
- Genre:
- Research Report > New Finding (0.46)
- Industry:
- Leisure & Entertainment > Games > Poker (0.49)
- Technology:
- Information Technology
- Game Theory (1.00)
- Artificial Intelligence
- Games > Poker (0.95)
- Machine Learning (0.68)
- Representation & Reasoning > Agents (0.68)
- Information Technology