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Collaborating Authors

 Ponsen, Marc


Integrating Opponent Models with Monte-Carlo Tree Search in Poker

AAAI Conferences

In this paper we apply a Monte-Carlo Tree Search implementation that is boosted with domain knowledge to the game of poker. More specifically, we integrate an opponent model in the Monte-Carlo Tree Search algorithm to produce a strong poker playing program. Opponent models allow the search algorithm to focus on relevant parts of the game-tree. We use an opponent modelling approach that starts from a (learned) prior, i.e., general expectations about opponent behavior, and then learns a relational regression tree-function that adapts these priors to specific opponents. Our modelling approach can generate detailed game features or relations on-the-fly. Additionally, using a prior we can already make reasonable predictions even when limited experience is available for a particular player. We show that Monte-Carlo Tree Search with integrated opponent models performs well against state-of-the-art poker programs.


MCRNR: Fast Computing of Restricted Nash Responses by Means of Sampling

AAAI Conferences

This paper presents a sample-based algorithm for the computation of restricted Nash strategies in complex extensive form games. Recent work indicates that regret-minimization algorithms using selective sampling, such as Monte-Carlo Counterfactual Regret Minimization (MCCFR), converge faster to Nash-equilibrium (NE) strategies than their non-sampled counterparts which perform a full tree traversal. In this paper, we show that MCCFR is also able to establish NE strategies in the complex domain of Poker. Although such strategies are defensive (i.e. safe to play), they are oblivious to opponent mistakes. We can thus achieve better performance by using (an estimation of) opponent strategies. The Restricted Nash Response (RNR) algorithm was proposed to learn robust counter-strategies given such knowledge. It solves a modified game, wherein it is assumed that opponents play according to a fixed strategy with a certain probability, or to a regret-minimizing strategy otherwise. We improve the rate of convergence of the RNR algorithm using sampling. Our new algorithm, MCRNR, samples only relevant parts of the game tree. It is therefore able to converge faster to robust best-response strategies than RNR.We evaluate our algorithm on a variety of imperfect information games that are small enough to solve yet large enough to be strategically interesting, as well as a large game, Texas Hold’em Poker.


Automatically Generating Game Tactics through Evolutionary Learning

AI Magazine

Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during gameplay, which game tactics an opponent should select to play effectively. We introduce the evolutionary state-based tactics generator (ESTG), which uses an evolutionary algorithm to generate tactics automatically. Experimental results show that ESTG improves dynamic scripting's performance in a real-time strategy game. We conclude that high-quality domain knowledge can be automatically generated for strong adaptive game AI opponents.


Automatically Generating Game Tactics through Evolutionary Learning

AI Magazine

The decision-making process of computer-controlled opponents in video games is called game AI. Adaptive game AI can improve the entertainment value of games by allowing computer-controlled opponents to ix weaknesses automatically in the game AI and to respond to changes in human-player tactics. Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during gameplay, which game tactics an opponent should select to play effectively. In previous work, the tactics used by dynamic scripting were designed manually. We introduce the evolutionary state-based tactics generator (ESTG), which uses an evolutionary algorithm to generate tactics automatically. Experimental results show that ESTG improves dynamic scripting's performance in a real-time strategy game. We conclude that high-quality domain knowledge can be automatically generated for strong adaptive game AI opponents. Game developers can bene it from applying ESTG, as it considerably reduces the time and effort needed to create adaptive game AI.