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 abstraction technique




A Survey on Game Theory Optimal Poker

arXiv.org Artificial Intelligence

Poker is in the family of imperfect information games unlike other games such as chess, connect four, etc which are perfect information game instead. While many perfect information games have been solved, no non-trivial imperfect information game has been solved to date. This makes poker a great test bed for Artificial Intelligence research. In this paper we firstly compare Game theory optimal poker to Exploitative poker. Secondly, we discuss the intricacies of abstraction techniques, betting models, and specific strategies employed by successful poker bots like Tartanian[1] and Pluribus[6]. Thirdly, we also explore 2-player vs multi-player games and the limitations that come when playing with more players. Finally, this paper discusses the role of machine learning and theoretical approaches in developing winning strategies and suggests future directions for this rapidly evolving field.


From Low-Level Events to Activities -- A Session-Based Approach (Extended Version)

arXiv.org Artificial Intelligence

Process-Mining techniques aim to use event data about past executions to gain insight into how processes are executed. While these techniques are proven to be very valuable, they are less successful to reach their goal if the process is flexible and, hence, events can potentially occur in any order. Furthermore, information systems can record events at very low level, which do not match the high-level concepts known at business level. Without abstracting sequences of events to high-level concepts, the results of applying process mining (e.g., discovered models) easily become very complex and difficult to interpret, which ultimately means that they are of little use. A large body of research exists on event abstraction but typically a large amount of domain knowledge is required to be fed in, which is often not readily available. Other abstraction techniques are unsupervised, which give lower accuracy. This paper puts forward a technique that requires limited domain knowledge that can be easily provided. Traces are divided in sessions, and each session is abstracted as one single high-level activity execution. The abstraction is based on a combination of automatic clustering and visualization methods. The technique was assessed on two case studies that evidently exhibits a large amount of behavior. The results clearly illustrate the benefits of the abstraction to convey knowledge to stakeholders.


Solving Games with Functional Regret Estimation

AAAI Conferences

We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work onabstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources.


Solving Games with Functional Regret Estimation

AAAI Conferences

We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work on abstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources.


An Abstraction Technique for the Verification of Multi-Agent Systems Against ATL Specifications

AAAI Conferences

We introduce an abstraction methodology for the verification ofmulti-agent systems against specifications expressed in alternating-timetemporal logic (ATL). Inspired by methodologies such as predicateabstraction, we define a three-valued semantics for the interpretationof ATL formulas on concurrent game structures and compare it to thestandard two-valued semantics. We define abstract models and establishpreservation results on the three-valued semantics between abstractmodels and their concrete counterparts. We illustrate the methodologyon the large state spaces resulting from a card game.


Sound Abstraction of Probabilistic Actions in The Constraint Mass Assignment Framework

arXiv.org Artificial Intelligence

This paper provides a formal and practical framework for sound abstraction of probabilistic actions. We start by precisely defining the concept of sound abstraction within the context of finite-horizon planning (where each plan is a finite sequence of actions). Next we show that such abstraction cannot be performed within the traditional probabilistic action representation, which models a world with a single probability distribution over the state space. We then present the constraint mass assignment representation, which models the world with a set of probability distributions and is a generalization of mass assignment representations. Within this framework, we present sound abstraction procedures for three types of action abstraction. We end the paper with discussions and related work on sound and approximate abstraction. We give pointers to papers in which we discuss other sound abstraction-related issues, including applications, estimating loss due to abstraction, and automatically generating abstraction hierarchies.


Theoretical Foundations for Abstraction-Based Probabilistic Planning

arXiv.org Artificial Intelligence

Modeling worlds and actions under uncertainty is one of the central problems in the framework of decision-theoretic planning. The representation must be general enough to capture real-world problems but at the same time it must provide a basis upon which theoretical results can be derived. The central notion in the framework we propose here is that of the affine-operator, which serves as a tool for constructing (convex) sets of probability distributions, and which can be considered as a generalization of belief functions and interval mass assignments. Uncertainty in the state of the worlds is modeled with sets of probability distributions, represented by affine-trees while actions are defined as tree-manipulators. A small set of key properties of the affine-operator is presented, forming the basis for most existing operator-based definitions of probabilistic action projection and action abstraction. We derive and prove correct three projection rules, which vividly illustrate the precision-complexity tradeoff in plan projection. Finally, we show how the three types of action abstraction identified by Haddawy and Doan are manifested in the present framework.


Accelerating Best Response Calculation in Large Extensive Games

AAAI Conferences

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.