wbridge5
We thank reviewers (R1
Therefore, our paper could have stronger implications than we expect. We disagree with R2 that the tabular form of JPS indeed has theoretical guarantees, as appreciated by other reviewers. Full game AI is a future work. This change leads to very different (and novel) theoretical insights. It leads to policy-change decomposition in Thm. 1, We will add comparisons in the next version.
Joint Policy Search for Multi-agent Collaboration with Imperfect Information
To learn good joint policies for multi-agent collaboration with incomplete information remains a fundamental challenge. On the other hand, directly modeling joint policy changes in incomplete information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of game values can be decomposed to policy changes localized at each information set, with a novel term named \emph{policy-change density}. Based on this, we propose \emph{Joint Policy Search} (JPS) that iteratively improves joint policies of collaborative agents in incomplete information games, without re-evaluating the entire game. On multiple collaborative tabular games, JPS is proven to never worsen performance and can improve solutions provided by unilateral approaches (e.g, CFR), outperforming algorithms designed for collaborative policy learning (e.g. Furthermore, for real-world game whose states are too many to enumerate, \ours{} has an online form that naturally links with gradient updates.
A Simple, Solid, and Reproducible Baseline for Bridge Bidding AI
Kita, Haruka, Koyamada, Sotetsu, Yamaguchi, Yotaro, Ishii, Shin
Contract bridge, a cooperative game characterized by imperfect information and multi-agent dynamics, poses significant challenges and serves as a critical benchmark in artificial intelligence (AI) research. Success in this domain requires agents to effectively cooperate with their partners. This study demonstrates that an appropriate combination of existing methods can perform surprisingly well in bridge bidding against WBridge5, a leading benchmark in the bridge bidding system and a multiple-time World Computer-Bridge Championship winner. Our approach is notably simple, yet it outperforms the current state-of-the-art methodologies in this field. Furthermore, we have made our code and models publicly available as open-source software. This initiative provides a strong starting foundation for future bridge AI research, facilitating the development and verification of new strategies and advancements in the field.
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.95)
- Information Technology > Artificial Intelligence > Representation & Reasoning (0.90)
- Information Technology > Artificial Intelligence > Games (0.70)
Optimizing $\alpha\mu$
Cazenave, Tristan, Legras, Swann, Ventos, Véronique
$\alpha\mu$ is a search algorithm which repairs two defaults of Perfect Information Monte Carlo search: strategy fusion and non locality. In this paper we optimize $\alpha\mu$ for the game of Bridge, avoiding useless computations. The proposed optimizations are general and apply to other imperfect information turn-based games. We define multiple optimizations involving Pareto fronts, and show that these optimizations speed up the search. Some of these optimizations are cuts that stop the search at a node, while others keep track of which possible worlds have become redundant, avoiding unnecessary, costly evaluations. We also measure the benefits of parallelizing the double dummy searches at the leaves of the $\alpha\mu$ search tree.
Human-Agent Cooperation in Bridge Bidding
Lockhart, Edward, Burch, Neil, Bard, Nolan, Borgeaud, Sebastian, Eccles, Tom, Smaira, Lucas, Smith, Ray
We introduce a human-compatible reinforcement-learning approach to a cooperative game, making use of a third-party hand-coded human-compatible bot to generate initial training data and to perform initial evaluation. Our learning approach consists of imitation learning, search, and policy iteration. Our trained agents achieve a new state-of-the-art for bridge bidding in three settings: an agent playing in partnership with a copy of itself; an agent partnering a pre-existing bot; and an agent partnering a human player.
- Europe > Sweden > Stockholm > Stockholm (0.04)
- Europe > Denmark > Capital Region > Copenhagen (0.04)
Joint Policy Search for Multi-agent Collaboration with Imperfect Information
Tian, Yuandong, Gong, Qucheng, Jiang, Tina
To learn good joint policies for multi-agent collaboration with imperfect information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g., self-play) work with guarantees, in multi-agent cooperative setting they often converge to sub-optimal Nash equilibrium. On the other hand, directly modeling joint policy changes in imperfect information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of game values can be decomposed to policy changes localized at each information set, with a novel term named policy-change density. Based on this, we propose Joint Policy Search(JPS) that iteratively improves joint policies of collaborative agents in imperfect information games, without re-evaluating the entire game. On multi-agent collaborative tabular games, JPS is proven to never worsen performance and can improve solutions provided by unilateral approaches (e.g, CFR), outperforming algorithms designed for collaborative policy learning (e.g. BAD). Furthermore, for real-world games, JPS has an online form that naturally links with gradient updates. We test it to Contract Bridge, a 4-player imperfect-information game where a team of $2$ collaborates to compete against the other. In its bidding phase, players bid in turn to find a good contract through a limited information channel. Based on a strong baseline agent that bids competitive bridge purely through domain-agnostic self-play, JPS improves collaboration of team players and outperforms WBridge5, a championship-winning software, by $+0.63$ IMPs (International Matching Points) per board over 1k games, substantially better than previous SoTA ($+0.41$ IMPs/b) under Double-Dummy evaluation.
- North America > United States > Texas (0.04)
- North America > United States > California > Los Angeles County > Long Beach (0.04)
Competitive Bridge Bidding with Deep Neural Networks
The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to exchange information with his/her partner and interfere with opponents at the same time. Existing methods for solving perfect-information games cannot be directly applied to bidding. Most bridge programs are based on human-designed rules, which, however, cannot cover all situations and are usually ambiguous and even conflicting with each other. In this paper, we, for the first time, propose a competitive bidding system based on deep learning techniques, which exhibits two novelties. First, we design a compact representation to encode the private and public information available to a player for bidding. Second, based on the analysis of the impact of other players' unknown cards on one's final rewards, we design two neural networks to deal with imperfect information, the first one inferring the cards of the partner and the second one taking the outputs of the first one as part of its input to select a bid. Experimental results show that our bidding system outperforms the top rule-based program.
- North America > United States > Texas (0.04)
- Asia > China > Beijing > Beijing (0.04)
- North America > United States > New York (0.04)
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