Building Poker Agent Using Reinforcement Learning with Neural Networks
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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. -
Probabilistic Goal Markov Decision Processes∗
Proceedings of the Twenty-Second International Joint Conference on Artificial Intelligence Probabilistic Goal Markov Decision Processes∗ Huan Xu Shie Mannor Department of Mechanical Engineering Department of Electrical Engineering National University of Singapore, Singapore Technion, Israel [email protected] [email protected] Abstract also concluded that in daily decision making, people tends to regard risk primarily as failure to achieving a predeter- The Markov decision process model is a power- mined goal [Lanzillotti, 1958; Simon, 1959; Mao, 1970; ful tool in planing tasks and sequential decision Payne et al., 1980; 1981]. making problems. The randomness of state tran- Different variants of the probabilistic goal formulation sitions and rewards implies that the performance 1 of a policy is often stochastic. In contrast to the such as chance constrained programs , have been extensively standard approach that studies the expected per- studied in single-period optimization [Miller and Wagner, formance, we consider the policy that maximizes 1965; Pr´ekopa, 1970]. However, little has been done in the probability of achieving a pre-determined tar- the context of sequential decision problem including MDPs. get performance, a criterion we term probabilis- The standard approaches in risk-averse MDPs include max- tic goal Markov decision processes. We show that imization of expected utility function [Bertsekas, 1995], this problem is NP-hard, but can be solved using a and optimization of a coherent risk measure [Riedel, 2004; pseudo-polynomial algorithm. We further consider Le Tallec, 2007]. Both approaches lead to formulations that a variant dubbed “chance-constraint Markov deci- can not be solved in polynomial time, except for special sion problems,” that treats the probability of achiev- cases including exponential utility function [Chung and So- ing target performance as a constraint instead of the bel, 1987], piecewise linear utility function with a single maximizing objective. -
1 Introduction
SEMI-MARKOV DECISION PROCESSES M. Baykal-G}ursoy Department of Industrial and Systems Engineering Rutgers University Piscataway, New Jersey Email: [email protected] Abstract Considered are infinite horizon semi-Markov decision processes (SMDPs) with finite state and action spaces. Total expected discounted reward and long-run average expected reward optimality criteria are reviewed. Solution methodology for each criterion is given, constraints and variance sensitivity are also discussed. 1 Introduction Semi-Markov decision processes (SMDPs) are used in modeling stochastic control problems arrising in Markovian dynamic systems where the sojourn time in each state is a general continuous random variable. They are powerful, natural tools for the optimization of queues [20, 44, 41, 18, 42, 43, 21], production scheduling [35, 31, 2, 3], reliability/maintenance [22]. For example, in a machine replacement problem with deteriorating performance over time, a decision maker, after observing the current state of the machine, decides whether to continue its usage, or initiate a maintenance (preventive or corrective) repair, or replace the machine. There are a reward or cost structure associated with the states and decisions, and an information pattern available to the decision maker. This decision depends on a performance measure over the planning horizon which is either finite or infinite, such as total expected discounted or long-run average expected reward/cost with or without external constraints, and variance penalized average reward. SMDPs are based on semi-Markov processes (SMPs) [9] [Semi-Markov Processes], that include re- newal processes [Definition and Examples of Renewal Processes] and continuous-time Markov chains (CTMCs) [Definition and Examples of CTMCs] as special cases. -
Arxiv:2004.13965V3 [Cs.LG] 16 Feb 2021 Optimal Policy
Graph-based State Representation for Deep Reinforcement Learning Vikram Waradpande, Daniel Kudenko, and Megha Khosla L3S Research Center, Leibniz University, Hannover {waradpande,khosla,kudenko}@l3s.de Abstract. Deep RL approaches build much of their success on the abil- ity of the deep neural network to generate useful internal representa- tions. Nevertheless, they suffer from a high sample-complexity and start- ing with a good input representation can have a significant impact on the performance. In this paper, we exploit the fact that the underlying Markov decision process (MDP) represents a graph, which enables us to incorporate the topological information for effective state representation learning. Motivated by the recent success of node representations for several graph analytical tasks we specifically investigate the capability of node repre- sentation learning methods to effectively encode the topology of the un- derlying MDP in Deep RL. To this end we perform a comparative anal- ysis of several models chosen from 4 different classes of representation learning algorithms for policy learning in grid-world navigation tasks, which are representative of a large class of RL problems. We find that all embedding methods outperform the commonly used matrix represen- tation of grid-world environments in all of the studied cases. Moreoever, graph convolution based methods are outperformed by simpler random walk based methods and graph linear autoencoders. 1 Introduction A good problem representation has been known to be crucial for the perfor- mance of AI algorithms. This is not different in the case of reinforcement learn- ing (RL), where representation learning has been a focus of investigation. -
A Brief Taster of Markov Decision Processes and Stochastic Games
Algorithmic Game Theory and Applications Lecture 15: a brief taster of Markov Decision Processes and Stochastic Games Kousha Etessami Kousha Etessami AGTA: Lecture 15 1 warning • The subjects we will touch on today are so interesting and vast that one could easily spend an entire course on them alone. • So, think of what we discuss today as only a brief “taster”, and please do explore it further if it interests you. • Here are two standard textbooks that you can look up if you are interested in learning more: – M. Puterman, Markov Decision Processes, Wiley, 1994. – J. Filar and K. Vrieze, Competitive Markov Decision Processes, Springer, 1997. (This book is really about 2-player zero-sum stochastic games.) Kousha Etessami AGTA: Lecture 15 2 Games against Nature Consider a game graph, where some nodes belong to player 1 but others are chance nodes of “Nature”: Start Player I: Nature: 1/3 1/6 3 2/3 1/3 1/3 1/6 1 −2 Question: What is Player 1’s “optimal strategy” and “optimal expected payoff” in this game? Kousha Etessami AGTA: Lecture 15 3 a simple finite game: “make a big number” k−1k−2 0 • Your goal is to create as large a k-digit number as possible, using digits from D = {0, 1, 2,..., 9}, which “nature” will give you, one by one. • The game proceeds in k rounds. • In each round, “nature” chooses d ∈ D “uniformly at random”, i.e., each digit has probability 1/10. • You then choose which “unfilled” position in the k-digit number should be “filled” with digit d. -
Markov Decision Processes
Markov Decision Processes Robert Platt Northeastern University Some images and slides are used from: 1. CS188 UC Berkeley 2. AIMA 3. Chris Amato 4. Stacy Marsella Stochastic domains So far, we have studied search Can use search to solve simple planning problems, e.g. robot planning using A* But only in deterministic domains... Stochastic domains So far, we have studied search Can use search to solve simple planning problems, e.g. robot planning using A* A* doesn't work so well in stochastic environments... !!? Stochastic domains So far, we have studied search Can use search to solve simple planning problems, e.g. robot planning using A* A* doesn't work so well in stochastic environments... !!? We are going to introduce a new framework for encoding problems w/ stochastic dynamics: the Markov Decision Process (MDP) SEQUENTIAL DECISION- MAKING MAKING DECISIONS UNDER UNCERTAINTY • Rational decision making requires reasoning about one’s uncertainty and objectives • Previous section focused on uncertainty • This section will discuss how to make rational decisions based on a probabilistic model and utility function • Last class, we focused on single step decisions, now we will consider sequential decision problems REVIEW: EXPECTIMAX max • What if we don’t know the outcome of actions? • Actions can fail a b • when a robot moves, it’s wheels might slip chance • Opponents may be uncertain 20 55 .3 .7 .5 .5 1020 204 105 1007 • Expectimax search: maximize average score • MAX nodes choose action that maximizes outcome • Chance nodes model an outcome -
Early Round Bluffing in Poker Author(S): California Jack Cassidy Source: the American Mathematical Monthly, Vol
Early Round Bluffing in Poker Author(s): California Jack Cassidy Source: The American Mathematical Monthly, Vol. 122, No. 8 (October 2015), pp. 726-744 Published by: Mathematical Association of America Stable URL: http://www.jstor.org/stable/10.4169/amer.math.monthly.122.8.726 Accessed: 23-12-2015 19:20 UTC Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at http://www.jstor.org/page/ info/about/policies/terms.jsp JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. Mathematical Association of America is collaborating with JSTOR to digitize, preserve and extend access to The American Mathematical Monthly. http://www.jstor.org This content downloaded from 128.32.135.128 on Wed, 23 Dec 2015 19:20:53 UTC All use subject to JSTOR Terms and Conditions Early Round Bluffing in Poker California Jack Cassidy Abstract. Using a simplified form of the Von Neumann and Morgenstern poker calculations, the author explores the effect of hand volatility on bluffing strategy, and shows that one should never bluff in the first round of Texas Hold’Em. 1. INTRODUCTION. The phrase “the mathematics of bluffing” often brings a puzzled response from nonmathematicians. “Isn’t that an oxymoron? Bluffing is psy- chological,” they might say, or, “Bluffing doesn’t work in online poker. -
Abiding Chance: Online Poker and the Software of Self-Discipline
ESSAYS Abiding Chance: Online Poker and the Software of Self- Discipline Natasha Dow Schüll A man sits before a large desktop monitor station, the double screen divided into twenty- four rectangles of equal size, each containing the green oval of a poker table with positions for nine players. The man is virtu- ally “seated” at all twenty- four tables, along with other players from around the world. He quickly navigates his mouse across the screen, settling for moments at a time on flashing windows where his input is needed to advance play at a given table. His rapid- fire esponsesr are enabled by boxed panels of colored numbers and letters that float above opponents’ names; the letters are acronyms for behavioral tendencies relevant to poker play, and the numbers are statistical scores identifying where each player falls in a range for those tendencies. Taken together, the letters and numbers supply the man with enough information to act strategically at a rate of hundreds of hands per hour. Postsession, the man opens his play- tracking database to make sure the software has successfully imported the few thousand hands he has just played. After quickly scrolling through to ensure that they are all there, he recalls some particularly challenging hands he would like to review and checks a number Thanks to Paul Rabinow and Limor Samimian- Darash, for prompting me to gather this material for a different article, and to Richard Fadok, Paul Gardner, Lauren Kapsalakis, and the students in my 2013 Self as Data graduate seminar at the Massachusetts Institute of Technology, for helping me to think through that material. -
Markovian Competitive and Cooperative Games with Applications to Communications
DISSERTATION in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy from University of Nice Sophia Antipolis Specialization: Communication and Electronics Lorenzo Maggi Markovian Competitive and Cooperative Games with Applications to Communications Thesis defended on the 9th of October, 2012 before a committee composed of: Reporters Prof. Jean-Jacques Herings (Maastricht University, The Netherlands) Prof. Roberto Lucchetti, (Politecnico of Milano, Italy) Examiners Prof. Pierre Bernhard, (INRIA Sophia Antipolis, France) Prof. Petros Elia, (EURECOM, France) Prof. Matteo Sereno (University of Torino, Italy) Prof. Bruno Tuffin (INRIA Rennes Bretagne-Atlantique, France) Thesis Director Prof. Laura Cottatellucci (EURECOM, France) Thesis Co-Director Prof. Konstantin Avrachenkov (INRIA Sophia Antipolis, France) THESE pr´esent´ee pour obtenir le grade de Docteur en Sciences de l’Universit´ede Nice-Sophia Antipolis Sp´ecialit´e: Automatique, Traitement du Signal et des Images Lorenzo Maggi Jeux Markoviens, Comp´etitifs et Coop´eratifs, avec Applications aux Communications Th`ese soutenue le 9 Octobre 2012 devant le jury compos´ede : Rapporteurs Prof. Jean-Jacques Herings (Maastricht University, Pays Bas) Prof. Roberto Lucchetti, (Politecnico of Milano, Italie) Examinateurs Prof. Pierre Bernhard, (INRIA Sophia Antipolis, France) Prof. Petros Elia, (EURECOM, France) Prof. Matteo Sereno (University of Torino, Italie) Prof. Bruno Tuffin (INRIA Rennes Bretagne-Atlantique, France) Directrice de Th`ese Prof. Laura Cottatellucci (EURECOM, France) Co-Directeur de Th`ese Prof. Konstantin Avrachenkov (INRIA Sophia Antipolis, France) Abstract In this dissertation we deal with the design of strategies for agents interacting in a dynamic environment. The mathematical tool of Game Theory (GT) on Markov Decision Processes (MDPs) is adopted. -
Article 3 Understanding Hand Strength After the Flop Pokerlist
Article 3 Understanding Hand Strength After The Flop Pokerlist.org For the most part, post flop play is determined by the strength of your hand and the relative hand strength of your opponent’s hand range. It sounds really complicated but it really isn’t. On the flop when the three community cards are dealt, you will have a better understanding of the strength of your hand and whether or not you should bet. If you have some type of made hand you have to decide if you likely have the best hand. It will almost become second nature to ask yourself how the flop could have changed the strength of your hand? Let’s take a look at the strength of hands to consider after the Flop. Monster hands don’t occur very often and include quads, boats, flushes, and straights. These hands are almost certainly the best hand if it goes to showdown and should be played like the nuts. You want to create big pots when you have monster hands. The second category is very strong hands, which include sets and two pair hands. Whenever you have these hands you likely have the best hand. Sure, you will sometimes lose with set over set, but if you are not playing sets and two pairs like the nuts, quite often you will not be extracting maximum value. Overpairs and top pair hands are the next group of strong hands. Depending on your opponents, with these hands you can usually expect to extract three streets of value when you are doing the betting. -
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