Goto

Collaborating Authors

 Cermak, Jiri


Combining Incremental Strategy Generation and Branch and Bound Search for Computing Maxmin Strategies in Imperfect Recall Games

AAAI Conferences

Extensive-form games with imperfect recall are an important model of dynamic games where the players forget previously known information. Often, imperfect recall games are the result of an abstraction algorithm that simplifies a large game with perfect recall. Unfortunately, solving an imperfect recall game has fundamental problems since a Nash equilibrium does not have to exist. Alternatively, we can seek maxmin strategies that guarantee an expected outcome. The only existing algorithm computing maxmin strategies in imperfect recall games, however, requires approximating a bilinear program that is proportional to the size of the game and thus has a limited scalability. We propose a novel algorithm for computing maxmin strategies that combines this approximate algorithm with an incremental strategy-generation technique designed previously for extensive-form games with perfect recall. Experimental evaluation shows that the novel algorithm builds only a fraction of the game tree and improves the scalability by several orders of magnitude. Finally, we demonstrate that our algorithm can solve an abstracted variant of a large game faster compared to the algorithms operating on the unabstracted perfect-recall variant.


Towards Solving Imperfect Recall Games

AAAI Conferences

Imperfect recall games represent dynamic interactions where players can forget previously known information, such as the exact history of played actions. Opposed to perfect recall games, where the players remember all information, imperfect recall games allow a concise representation of strategies. However, most of the existing algorithmic results are negative for imperfect recall games and many theoretical and computational results do not translate from perfect recall games. The goal of this paper is to (1) summarize the existing results regarding imperfect recall games and (2) extend these results to a restricted subclass of imperfect recall games termed A-loss recall games. Finally, (3) we emphasize the impact of these theoretical results on algorithms that compute (approximately) optimal strategies in extensive-form games and show that they cannot be easily extended to imperfect recall games.


Using Correlated Strategies for Computing Stackelberg Equilibria in Extensive-Form Games

AAAI Conferences

Strong Stackelberg Equilibrium (SSE) is a fundamental solution concept in game theory in which one player commits to a strategy, while the other player observes this commitment and plays a best response. We present a new algorithm for computing SSE for two-player extensive-form general-sum games with imperfect information (EFGs) where computing SSE is an NP-hard problem. Our algorithm is based on a correlated version of SSE, known as Stackelberg Extensive-Form Correlated Equilibrium (SEFCE). Our contribution is therefore twofold: (1) we give the first linear program for computing SEFCE in EFGs without chance, (2) we repeatedly solve and modify this linear program in a systematic search until we arrive to SSE. Our new algorithm outperforms the best previous algorithms by several orders of magnitude.


Sequence-Form Algorithm for Computing Stackelberg Equilibria in Extensive-Form Games

AAAI Conferences

Stackelberg equilibrium is a solution concept prescribing for a player an optimal strategy to commit to, assuming the opponent knows this commitment and plays the best response. Although this solution concept is a cornerstone of many security applications, the existing works typically do not consider situations where the players can observe and react to the actions of the opponent during the course of the game. We extend the existing algorithmic work to extensive-form games and introduce novel algorithm for computing Stackelberg equilibria that exploits the compact sequence-form representation of strategies. Our algorithm reduces the size of the linear programs from exponential in the baseline approach to linear in the size of the game tree. Experimental evaluation on randomly generated games and a security-inspired search game demonstrates significant improvement in the scalability compared to the baseline approach.


Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games

AAAI Conferences

We focus on solving two-player zero-sum extensive-form games with perfect information and simultaneous moves. In these games, both players fully observe the current state of the game where they simultaneously make a move determining the next state of the game. We solve these games by a novel algorithm that relies on two components: (1) it iteratively solves the games that correspond to a single simultaneous move using a double-oracle method, and (2) it prunes the states of the game using bounds on the sub-game values obtained by the classical Alpha-Beta search on a serialized variant of the game. We experimentally evaluate our algorithm on the Goofspiel card game, a pursuit-evasion game, and randomly generated games. The results show that our novel algorithm typically provides significant running-time improvements and reduction in the number of evaluated nodes compared to the full search algorithm.