reach probability
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Reviews: A Unified Framework for Extensive-Form Game Abstraction with Bounds
This paper advances a line of work exploring how to approximate the Nash equilibrium of a game that's too large to compute directly. The idea is to create a smaller abstraction of the game by combining information sets, solve for equilibrium in the smaller game, then map the solution back to the original game. The topic relates to NIPS since this is a state-of-the-art method to program game-playing AI agents like poker bots. The authors prove new bounds on the error of the approximation that are very general. The authors provide the first general proof that an e'-Nash equilibrium in an abstraction leads to an e-Nash equilibrium in the original game.
History Filtering in Imperfect Information Games: Algorithms and Complexity
Solinas, Christopher, Rebstock, Douglas, Sturtevant, Nathan R., Buro, Michael
Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require subgame decomposition - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware. Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game Oh Hell. These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings.
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Value Functions for Depth-Limited Solving in Zero-Sum Imperfect-Information Games
Kovařík, Vojtěch, Lisý, Viliam
Depth-limited look-ahead search is an essential tool for agents playing perfect-information games. In imperfect information games, the lack of a clear notion of a value of a state makes designing theoretically sound depth-limited solving algorithms substantially more difficult. Furthermore, most results in this direction only consider the domain of poker. We consider two-player zero-sum extensive form games in general. We provide a domain-independent definitions of optimal value functions and prove that they can be used for depth-limited look-ahead game solving. We prove that the minimal set of game states necessary to define the value functions is related to common knowledge of the players. We show the value function may be defined in several structurally different ways. None of them is unique, but the set of possible outputs is convex, which enables approximating the value function by machine learning models.
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Predicting Diffusion Reach Probabilities via Representation Learning on Social Networks
Gursoy, Furkan, Durahim, Ahmet Onur
Diffusion reach probability between two nodes on a network is defined as the probability of a cascade originating from one node reaching to another node. An infinite number of cascades would enable calculation of true diffusion reach probabilities between any two nodes. However, there exists only a finite number of cascades and one usually has access only to a small portion of all available cascades. In this work, we addressed the problem of estimating diffusion reach probabilities given only a limited number of cascades and partial information about underlying network structure. Our proposed strategy employs node representation learning to generate and feed node embeddings into machine learning algorithms to create models that predict diffusion reach probabilities. We provide experimental analysis using synthetically generated cascades on two real-world social networks. Results show that proposed method is superior to using values calculated from available cascades when the portion of cascades is small.
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