Monte Carlo Tree Search and Opponent Modeling Through Player Clustering in No-Limit Texas Hold’Em Poker
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“Algoritmos Para Um Jogador Inteligente De Poker” Autor: Vinícius
Universidade Federal De Santa Catarina Centro Tecnológico Bacharelado em Ciências da Computação “Algoritmos para um jogador inteligente de Poker” Autor: Vinícius Sousa Fazio Florianópolis/SC, 2008 Universidade Federal De Santa Catarina Centro Tecnológico Bacharelado em Ciências da Computação “Algoritmos para um jogador inteligente de Poker” Autor: Vinícius Sousa Fazio Orientador: Mauro Roisenberg Banca: Benjamin Luiz Franklin Banca: João Rosaldo Vollertt Junior Banca: Ricardo Azambuja Silveira Florianópolis/SC, 2008 AGRADECIMENTOS Agradeço a todos que me ajudaram no desenvolvimento deste trabalho, em especial ao professor Mauro Roisenberg e aos colegas de trabalho João Vollertt e Benjamin Luiz Franklin e ao Ricardo Azambuja Silveira pela participação na banca avaliadora. Algoritmos para um jogador inteligente de Poker – Vinícius Sousa Fazio 4 RESUMO Poker é um jogo simples de cartas que envolve aposta, blefe e probabilidade de vencer. O objetivo foi inventar e procurar algoritmos para jogadores artificiais evolutivos e estáticos que jogassem bem poker. O jogador evolutivo criado utiliza aprendizado por reforço, onde o jogo é dividido em uma grande matriz de estados com dados de decisões e recompensas. O jogador toma a decisão que obteve a melhor recompensa média em cada estado. Para comparar a eficiência do jogador, várias disputas com jogadores que tomam decisões baseados em fórmulas simples foram feitas. Diversas disputas foram feitas para comparar a eficiência de cada algoritmo e os resultados estão demonstrados graficamente no trabalho. Palavras-Chave: Aprendizado por Reforço, Inteligência Artificial, Poker; Algoritmos para um jogador inteligente de Poker – Vinícius Sousa Fazio 5 SUMÁRIO 1. Introdução........................................................................................................12 2. Fundamentação Teórica..................................................................................15 2.1. Regras do Poker Texas Hold'em................................................................16 2.1.1. -
Pokerface: Emotion Based Game-Play Techniques for Computer Poker Players
University of Kentucky UKnowledge University of Kentucky Master's Theses Graduate School 2004 POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS Lucas Cockerham University of Kentucky, [email protected] Right click to open a feedback form in a new tab to let us know how this document benefits ou.y Recommended Citation Cockerham, Lucas, "POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS" (2004). University of Kentucky Master's Theses. 224. https://uknowledge.uky.edu/gradschool_theses/224 This Thesis is brought to you for free and open access by the Graduate School at UKnowledge. It has been accepted for inclusion in University of Kentucky Master's Theses by an authorized administrator of UKnowledge. For more information, please contact [email protected]. ABSTRACT OF THESIS POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS Numerous algorithms/methods exist for creating computer poker players. This thesis compares and contrasts them. A set of poker agents for the system PokerFace are then introduced. A survey of the problem of facial expression recognition is included in the hopes it may be used to build a better computer poker player. KEYWORDS: Poker, Neural Networks, Arti¯cial Intelligence, Emotion Recognition, Facial Action Coding System Lucas Cockerham 7/30/2004 POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS By Lucas Cockerham Dr. Judy Goldsmith Dr. Grzegorz Wasilkowski 7/30/2004 RULES FOR THE USE OF THESES Unpublished theses submitted for the Master's degree and deposited in the University of Kentucky Library are as a rule open for inspection, but are to be used only with due regard to the rights of the authors. -
Adversarial Search (Game)
Adversarial Search CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2019 Soleymani “Artificial Intelligence: A Modern Approach”, 3rd Edition, Chapter 5 Most slides have been adopted from Klein and Abdeel, CS188, UC Berkeley. Outline } Game as a search problem } Minimax algorithm } �-� Pruning: ignoring a portion of the search tree } Time limit problem } Cut off & Evaluation function 2 Games as search problems } Games } Adversarial search problems (goals are in conflict) } Competitive multi-agent environments } Games in AI are a specialized kind of games (in the game theory) 3 Adversarial Games 4 Types of Games } Many different kinds of games! } Axes: } Deterministic or stochastic? } One, two, or more players? } Zero sum? } Perfect information (can you see the state)? } Want algorithms for calculating a strategy (policy) which recommends a move from each state 5 Zero-Sum Games } Zero-Sum Games } General Games } Agents have opposite utilities } Agents have independent utilities (values on outcomes) (values on outcomes) } Lets us think of a single value that one } Cooperation, indifference, competition, maximizes and the other minimizes and more are all possible } Adversarial, pure competition } More later on non-zero-sum games 6 Primary assumptions } We start with these games: } Two -player } Tu r n taking } agents act alternately } Zero-sum } agents’ goals are in conflict: sum of utility values at the end of the game is zero or constant } Perfect information } fully observable Examples: Tic-tac-toe, -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move. -
Exploding Offers with Experimental Consumer Goods∗
Exploding Offers with Experimental Consumer Goods∗ Alexander L. Brown Ajalavat Viriyavipart Department of Economics Department of Economics Texas A&M University Texas A&M University Xiaoyuan Wang Department of Economics Texas A&M University August 29, 2014 Abstract Recent theoretical research indicates that search deterrence strategies are generally opti- mal for sellers in consumer goods markets. Yet search deterrence is not always employed in such markets. To understand this incongruity, we develop an experimental market where profit-maximizing strategy dictates sellers should exercise one form of search deterrence, ex- ploding offers. We find that buyers over-reject exploding offers relative to optimal. Sellers underutilize exploding offers relative to optimal play, even conditional on buyer over-rejection. This tendency dissipates when sellers make offers to computerized buyers, suggesting their persistent behavior with human buyers may be due to a preference rather than a miscalculation. Keywords: exploding offer, search deterrence, experimental economics, quantal response equi- librium JEL: C91 D21 L10 M31 ∗We thank the Texas A&M Humanities and Social Science Enhancement of Research Capacity Program for providing generous financial support for our research. We have benefited from comments by Gary Charness, Catherine Eckel, Silvana Krasteva and seminar participants of the 2013 North American Economic Science Association and Southern Economic Association Meetings. Daniel Stephenson and J. Forrest Williams provided invaluable help in conducting the experimental sessions. 1 Introduction One of the first applications of microeconomic theory is to the consumer goods market: basic supply and demand models can often explain transactions in centralized markets quite well. When markets are decentralized, often additional modeling is required to explain the interactions of consumers and producers. -
An Artificial Intelligence Agent for Texas Hold'em Poker
AN ARTIFICIAL INTELL IGENCE AGENT FOR TEXAS HOLD’EM PO KER PATRICK MCCURLEY – 0 62 4 91 7 90 2 An Artificial Intelligence Agent for Texas Hold’em Poker I declare that this document represents my own work except where otherwise stated. Signed …………………………………………………………………………. 08/05/ 2009 Patrick McCurley – 062491790 Introduction 3 TABLE OF CONTENTS 1. Introduction ................................................................................................................................................................ 7 1.1 Problem Description...................................................................................................................................... 7 1.2 Aims and Objectives....................................................................................................................................... 7 1.3 Dissertation Outline ....................................................................................................................................... 8 1.4 Ethics .................................................................................................................................................................... 8 2 Background................................................................................................................................................................10 2.1 Artificial Intelligence and Poker .............................................................................................................10 2.1.1 Problem Domain Realization .........................................................................................................10 -
Adversarial Search (Game Playing)
Artificial Intelligence Adversarial Search (Game Playing) Chapter 5 Adapted from materials by Tim Finin, Marie desJardins, and Charles R. Dyer Outline • Game playing – State of the art and resources – Framework • Game trees – Minimax – Alpha-beta pruning – Adding randomness State of the art • How good are computer game players? – Chess: • Deep Blue beat Gary Kasparov in 1997 • Garry Kasparav vs. Deep Junior (Feb 2003): tie! • Kasparov vs. X3D Fritz (November 2003): tie! – Checkers: Chinook (an AI program with a very large endgame database) is the world champion. Checkers has been solved exactly – it’s a draw! – Go: Computer players are decent, at best – Bridge: “Expert” computer players exist (but no world champions yet!) • Good place to learn more: http://www.cs.ualberta.ca/~games/ Chinook • Chinook is the World Man-Machine Checkers Champion, developed by researchers at the University of Alberta. • It earned this title by competing in human tournaments, winning the right to play for the (human) world championship, and eventually defeating the best players in the world. • Visit http://www.cs.ualberta.ca/~chinook/ to play a version of Chinook over the Internet. • The developers have fully analyzed the game of checkers and have the complete game tree for it. – Perfect play on both sides results in a tie. • “One Jump Ahead: Challenging Human Supremacy in Checkers” Jonathan Schaeffer, University of Alberta (496 pages, Springer. $34.95, 1998). Ratings of human and computer chess champions Typical case • 2-person game • Players alternate moves • Zero-sum: one player’s loss is the other’s gain • Perfect information: both players have access to complete information about the state of the game. -
Learning Near-Optimal Search in a Minimal Explore/Exploit Task
Explore/exploit tradeoff strategies with accumulating resources 1 Explore/exploit tradeoff strategies in a resource accumulation search task [revised/resubmitted to Cognitive Science] Ke Sang1, Peter M. Todd1, Robert L. Goldstone1, and Thomas T. Hills2 1 Cognitive Science Program and Department of Psychological and Brain Sciences, Indiana University Bloomington 2 Department of Psychology, University of Warwick REVISION 7/5/2018 Contact information: Peter M. Todd Indiana University, Cognitive Science Program 1101 E. 10th Street, Bloomington, IN 47405 USA phone: +1 812 855-3914 email: [email protected] Explore/exploit tradeoff strategies with accumulating resources 2 Abstract How, and how well, do people switch between exploration and exploitation to search for and accumulate resources? We study the decision processes underlying such exploration/exploitation tradeoffs by using a novel card selection task. With experience, participants learn to switch appropriately between exploration and exploitation and approach optimal performance. We model participants’ behavior on this task with random, threshold, and sampling strategies, and find that a linear decreasing threshold rule best fits participants’ results. Further evidence that participants use decreasing threshold-based strategies comes from reaction time differences between exploration and exploitation; however, participants themselves report non-decreasing thresholds. Decreasing threshold strategies that “front-load” exploration and switch quickly to exploitation are particularly effective -
CS 561: Artificial Intelligence
CS 561: Artificial Intelligence Instructor: Sofus A. Macskassy, [email protected] TAs: Nadeesha Ranashinghe ([email protected]) William Yeoh ([email protected]) Harris Chiu ([email protected]) Lectures: MW 5:00-6:20pm, OHE 122 / DEN Office hours: By appointment Class page: http://www-rcf.usc.edu/~macskass/CS561-Spring2010/ This class will use http://www.uscden.net/ and class webpage - Up to date information - Lecture notes - Relevant dates, links, etc. Course material: [AIMA] Artificial Intelligence: A Modern Approach, by Stuart Russell and Peter Norvig. (2nd ed) This time: Outline (Adversarial Search – AIMA Ch. 6] Game playing Perfect play ◦ The minimax algorithm ◦ alpha-beta pruning Resource limitations Elements of chance Imperfect information CS561 - Lecture 7 - Macskassy - Spring 2010 2 What kind of games? Abstraction: To describe a game we must capture every relevant aspect of the game. Such as: ◦ Chess ◦ Tic-tac-toe ◦ … Accessible environments: Such games are characterized by perfect information Search: game-playing then consists of a search through possible game positions Unpredictable opponent: introduces uncertainty thus game-playing must deal with contingency problems CS561 - Lecture 7 - Macskassy - Spring 2010 3 Searching for the next move Complexity: many games have a huge search space ◦ Chess: b = 35, m=100 nodes = 35 100 if each node takes about 1 ns to explore then each move will take about 10 50 millennia to calculate. Resource (e.g., time, memory) limit: optimal solution not feasible/possible, thus must approximate 1. Pruning: makes the search more efficient by discarding portions of the search tree that cannot improve quality result. 2. Evaluation functions: heuristics to evaluate utility of a state without exhaustive search. -
Optimal Symmetric Rendezvous Search on Three Locations
Optimal Symmetric Rendezvous Search on Three Locations Richard Weber Centre for Mathematical Sciences, Wilberforce Road, Cambridge CB2 0WB email: [email protected] www.statslab.cam.ac.uk/~rrw1 In the symmetric rendezvous search game played on n locations two players are initially placed at two distinct locations. The game is played in discrete steps, at each of which each player can either stay where he is or move to a different location. The players share no common labelling of the locations. We wish to find a strategy such that, if both players follow it independently, then the expected number of steps until they are in the same location is minimized. Informal versions of the rendezvous problem have received considerable attention in the popular press. The problem was proposed by Steve Alpern in 1976 and it has proved notoriously difficult to analyse. In this paper we prove a 20 year old conjecture that the following strategy is optimal for the game on three locations: in each block of two steps, stay where you, or search the other two locations in random order, doing these with probabilities 1=3 and 2=3 respectively. This is now the first nontrivial symmetric rendezvous search game to be fully solved. Key words: rendezvous search; search games; semidefinite programming MSC2000 Subject Classification: Primary: 90B40; Secondary: 49N75, 90C22, 91A12, 93A14 OR/MS subject classification: Primary: Games/group decisions, cooperative; Secondary: Analysis of algorithms; Programming, quadratic 1. Symmetric rendezvous search on three locations In the symmetric rendezvous search game played on n locations two players are initially placed at two distinct locations. -
Building a Champion Level Computer Poker Player
University of Alberta Library Release Form Name of Author: Michael Bradley Johanson Title of Thesis: Robust Strategies and Counter-Strategies: Building a Champion Level Computer Poker Player Degree: Master of Science Year this Degree Granted: 2007 Permission is hereby granted to the University of Alberta Library to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. The author reserves all other publication and other rights in association with the copyright in the thesis, and except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatever without the author’s prior written permission. Michael Bradley Johanson Date: Too much chaos, nothing gets finished. Too much order, nothing gets started. — Hexar’s Corollary University of Alberta ROBUST STRATEGIES AND COUNTER-STRATEGIES: BUILDING A CHAMPION LEVEL COMPUTER POKER PLAYER by Michael Bradley Johanson A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science. Department of Computing Science Edmonton, Alberta Fall 2007 University of Alberta Faculty of Graduate Studies and Research The undersigned certify that they have read, and recommend to the Faculty of Graduate Studies and Research for acceptance, a thesis entitled Robust Strategies and Counter-Strategies: Building a Champion Level Computer Poker Player submitted by Michael Bradley Johanson in partial fulfillment of the requirements for the degree of Master of Science. Michael Bowling Supervisor Duane Szafron Michael Carbonaro External Examiner Date: To my family: my parents Brad and Sue Johanson, and my brother, Jeff Johanson. -
Game Playing (Adversarial Search) CS 580 (001) - Spring 2018
Lecture 5: Game Playing (Adversarial Search) CS 580 (001) - Spring 2018 Amarda Shehu Department of Computer Science George Mason University, Fairfax, VA, USA February 21, 2018 Amarda Shehu (580) 1 1 Outline of Today's Class 2 Games vs Search Problems 3 Perfect Play Minimax Decision Alpha-Beta Pruning 4 Resource Limits and Approximate Evaluation Expectiminimax 5 Games of Imperfect Information 6 Game Playing Summary Amarda Shehu (580) Outline of Today's Class 2 Game Playing { Adversarial Search Search in a multi-agent, competitive environment ! Adversarial Search/Game Playing Mathematical game theory treats any multi-agent environment as a game, with possibly co-operative behaviors (study of economies) Most games studied in AI: deterministic, turn-taking, two-player, zero-sum games of perfect information Amarda Shehu (580) Games vs Search Problems 3 Game Playing - Adversarial Search Most games studied in AI: deterministic, turn-taking, two-player, zero-sum games of perfect information zero-sum: utilities of the two players sum to 0 (no win-win) deterministic: precise rules with known outcomes perfect information: fully observable Amarda Shehu (580) Games vs Search Problems 4 Game Playing - Adversarial Search Most games studied in AI: deterministic, turn-taking, two-player, zero-sum games of perfect information zero-sum: utilities of the two players sum to 0 (no win-win) deterministic: precise rules with known outcomes perfect information: fully observable Search algorithms designed for such games make use of interesting general techniques (meta-heuristics) such as evaluation functions, search pruning, and more. However, games are to AI what grand prix racing is to automobile design.