Automated Action Abstraction of Imperfect Information Extensive-Form Games

Automated Action Abstraction of Imperfect Information Extensive-Form Games

Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence Automated Action Abstraction of Imperfect Information Extensive-Form Games John Hawkin and Robert Holte and Duane Szafron {hawkin, holte}@cs.ualberta.ca, [email protected] Department of Computing Science University of Alberta Edmonton, AB, Canada T6G2E8 Abstract into two parts - choosing which bet sizes to remove from Multi-agent decision problems can often be formulated as the abstraction, and determining how to react to opponent extensive-form games. We focus on imperfect informa- bet sizes that are no longer part of our abstraction. The tion extensive-form games in which one or more actions at later is known as the translation problem. Although the many decision points have an associated continuous or many- problems are not actually independent, current state-of-the valued parameter. A stock trading agent, in addition to decid- art addresses them orthogonally. For example, all game- ing whether to buy or not, must decide how much to buy. In theory based entries in the annual computer poker com- no-limit poker, in addition to selecting a probability for each petition employ some form of translation. The translation action, the agent must decide how much to bet for each bet- problem has been studied by Schnizlein (Schnizlein 2009; ting action. Selecting values for these parameters makes these Schnizlein, Bowling, and Szafron 2009), where a fixed ac- games extremely large. Two-player no-limit Texas Hold’em 71 tion abstraction is used to solve the game, and then actions poker with stacks of 500 big blinds has approximately 10 states, which is more than 1050 times more states than two- taken by the opponent are mapped to actions within the cho- player limit Texas Hold’em. The main contribution of this sen action abstraction in a probabilistic way. paper is a technique that abstracts a game’s action space by Little research has been done on discovering action space selecting one, or a small number, of the many values for each abstractions that prune unimportant actions. In games with parameter. We show that strategies computed using this new very large action spaces modern agents often use very simple algorithm for no-limit Leduc poker exhibit significant utility action abstractions - agents developed to play no-limit Texas gains over -Nash equilibrium strategies computed with stan- Hold’em often only ever bet the size of the pot or all their dard, hand-crafted parameter value abstractions. chips, or in addition a few other amounts dependent on the size of the pot such as fractions or multiples of the pot size Introduction (Gilpin, Sandholm, and Sorensen 2008; Schnizlein 2009). A successful abstraction technique creates a smaller game A great deal of value can be gained in poker games from that retains the important strategic features of the larger choosing appropriate bet sizes - in the small game of half- game. An algorithm such as CFR (Zinkevich et al. 2008) street Kuhn poker, for example, the betting player has the is then used to compute an -Nash equilibrium for the advantage if they choose their bet size well, but for bet sizes smaller game and this is used as an agent in the origi- of pot and greater this advantage is reduced to zero. The nal game. Recent progress has been made creating algo- bettor has lost their advantage by selecting an inferior bet rithms to find -Nash equilibrium solutions to imperfect size (Chen and Ankenman 2007). information extensive-form games (Zinkevich et al. 2008; We introduce a new transformation where the task of Gilpin and Sandholm 2007b). State abstraction of extensive- choosing the parameter value for a decision agent is assigned form games has been considered in detail (Gilpin, Sand- to a new agent who has the same utility as the decision agent. holm, and Sorensen 2007; Gilpin and Sandholm 2007a; The transformed game is a multi-agent game consisting of Waugh et al. 2009a; 2009b). Application of the advances two teams, where each team has a single decision agent and in these two research directions has led to very strong two- possibly multiple parameter-setting agents, one for each pa- player limit Texas Hold’em agents, some capable of beating rameter. We demonstrate the usefulness of this transforma- world class human players.1 tion in three ways. First, we show that known Nash equilib- In games such as two-player no-limit poker, the ac- rium solutions for small no-limit poker games map to com- 71 tion space is very large (10 states for stacks of 500 big puted Nash equilibrium solutions of the transformed game. blinds), and some form of action abstraction must be per- Second, we provide empirical evidence that -Nash equilib- formed before we can attempt to solve the game. The prob- rium solutions to the transformed game can be found by lem of action abstraction in this domain can be divided applying a new regret-minimizing algorithm based on the Copyright c 2011, Association for the Advancement of Artificial CFR algorithm. Finally, we experimentally show that strate- Intelligence (www.aaai.org). All rights reserved. gies computed using this new algorithm for no-limit Leduc 1http://www.manmachinepoker.com poker exhibit significant utility gains over -Nash equilib- 681 rium strategies computed with standard, hand-crafted action apply resampling to modify the actor’s policy. They show abstractions. These results suggest that this technique can results where their algorithm performs better than static so- be used to select better parameter values in very large multi- lutions such as continuous Q-learning. Hasselt et al. (2007) agent decision problems with parameterized actions, such as also designed an actor critic algorithm for continuous action full no-limit Texas Hold’em. spaces, where they only use the sign of the TD-error to de- termine the update to the actor instead of using the exact Background value. Their algorithm performed well in simple tracking An extensive form game consists of: and balancing problems. Madeira et al. (2006) developed very coarse-grained ab- • N players. stractions of the state and action space of large-scale strategy • A set H of histories. Each history h in this set consists of games. The resulting agents performed at an intermediate a sequence of valid actions for the game (made by players level on the Battleground simulator. and chance). Dean et al. (1998) create coarse-grained abstractions to • A set Z ⊆ H of terminal histories. A terminal history compactly represent MDPs for planning problems with large represents the end of the game - no more actions allowed. state and action spaces. Their methods work most effec- tively in domains where few of the actions have much im- • P A player function that determines whose turn it is at pact on achieving the final goal or minimizing costs. P = i each point in the game. This can be , meaning Little theoretical work exists dealing with agents operat- i P = c c player ’s turn, or , where is chance. ing in domains with large or continuous action spaces. Tijs • A function fc defining the chance probabilities. (Tijs 1980) shows that for infinite stage stochastic games with very large action spaces there exist -equilibrium points • An information partition Ii for each player i consisting for all >0. Antos et al. (Antos, Munos, and Szepesvari of all of the information sets Ii for that player. An in- formation set is a set of histories that the player cannot 2007) provide a rigorous analysis of a fitted Q-iteration algo- distinguish from one another. rithm for continuous action space MDPs, deriving what they believe to be the first finite-time bound for value-function • A utility function ui for each player i assigning a real based algorithms for continuous state and action problems. value to each terminal history. This is the payoff for that player when that terminal history is reached. Rules of heads up no-limit poker Game theory definitions In this paper we will use various two-player no-limit poker To play an extensive form game each player must have a games as our test bed. In two-player no-limit poker games strategy. A strategy is a probability distribution over all le- each player starts with the same number of chips, known as gal actions available to that player for every possible history. their stack. In the games we study, each player is required to A strategy profile σ is a set of strategies, one for each player, put some number of chips, known as the “ante”, in the pot. with σi being the strategy of player i. σi(I,a) is the proba- Next, cards are dealt to each player, at least one of which bility that player i will take action a in information set I if is dealt face down and kept private. The betting round now they act according to σ. ui(σ) is the utility of strategy pro- begins. Players may fold, surrendering the pot to the other file σ to player i. Given a strategy profile, a best response player, call, matching whatever bet the opponent has made, is a strategy for one player that maximizes that player’s ex- or raise, matching any bet made by the opponent and in- pected utility when played against the strategies in that pro- creasing it. A call when no bets have been made in the round file. A Nash equilibrium is a strategy profile such that no is known as a check, and a raise when no previous raise has player can improve their utility by changing their strategy. happened yet is known simply as a bet.

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