computer poker competition
UoA Game AI Group - News
Jacky Zhen's paper Neuroevolution for Micromanagement in the Real-Time Strategy Game Starcraft: Brood War was nominated for Best Student paper at the 26th Australasian Joint Conference on Artificial Intelligence. AI Communications 25:19-48., has been published. The 2011 Computer Poker Competition was held at the AAAI-11 Twenty-Fifth Conference on Artificial Intelligence. Our case-based poker agent, Sartre, competed in all events this year. Once again, Sartre's performance improved since the previous year's competition, placing 2nd in four events, 4th in one event and achieving a 1st place finish in the multi-player, limit Hold'em competition.
Strategy Purification
Ganzfried, Sam (Carnegie Mellon University) | Sandholm, Tuomas (Carnegie Mellon University) | Waugh, Kevin (Carnegie Mellon University)
There has been significant recent interest in computing effective practical strategies for playing large games. Most prior work involves computing an approximate equilibrium strategy in a smaller abstract game, then playing this strategy in the full game. In this paper, we present a modification of this approach that works by constructing a deterministic strategy in the full game from the solution to the abstract game; we refer to this procedure as purification. We show that purification, and its generalization which we call thresholding, lead to significantly stronger play than the standard approach in a wide variety of experimental domains. First, we show that purification improves performance in random 4x4 matrix games using random 3x3 abstractions. We observe that whether or not purification helps in this setting depends crucially on the support of the equilibrium in the full game, and we precisely specify the supports for which purification helps. Next we consider a simplifed version of poker called Leduc Hold'em; again we show that purification leads to a significant performance improvement over the standard approach, and furthermore that whenever thresholding improves a strategy, the biggest improvement is often achieved using full purification. Finally, we consider actual strategies that used our algorithms in the 2010 AAAI Computer Poker Competition. One of our programs, which uses purification, won the two-player no-limit Texas Hold'em bankroll division. Furthermore, experiments in two-player limit Texas Hold'em show that these performance gains do not necessarily come at the expense of worst-case exploitability and that our algorithms can actually produce strategies with lower exploitabilities than the standard approach.
On Combining Decisions from Multiple Expert Imitators for Performance
Rubin, Jonathan (University of Auckland) | Watson, Ian (University of Auckland)
One approach for artificially intelligent agents wishing to maximise some performance metric in a given domain is to learn from a collection of training data that consists of actions or decisions made by some expert, in an attempt to imitate that expert's style. We refer to this type of agent as an expert imitator. In this paper we investigate whether performance can be improved by combining decisions from multiple expert imitators. In particular, we investigate two existing approaches for combining decisions. The first approach combines decisions by employing ensemble voting between multiple expert imitators. The second approach dynamically selects the best imitator to use at runtime given the performance of the imitators in the current environment. We investigate these approaches in the domain of computer poker. In particular, we create expert imitators for limit and no limit Texas Hold'em and determine whether their performance can be improved by combining their decisions using the two approaches listed above.