A recent paper computes near-optimal strategies for two-player no-limit Texas hold'em tournaments; however, the techniques used are unable to compute equilibrium strategies for tournaments with more than two players. Motivated by the widespread popularity of multiplayer tournaments and the observation that jam/fold strategies are nearoptimal in the two player case, we develop an algorithm that computes approximate jam/fold equilibrium strategies in tournaments with three --- and potentially even more --- players. Our algorithm combines an extension of fictitious play to imperfect information games, an algorithm similar to value iteration for solving stochastic games, and a heuristic from the poker community known as the Independent Chip Model which we use as an initialization. Several ways of exploiting suit symmetries and the use of custom indexing schemes made the approach computationally feasible. Aside from the initialization and the restriction to jam/fold strategies, our high level algorithm makes no poker-specific assumptions and thus also applies to other multiplayer stochastic games of imperfect information.
最近的一篇论文计算了两人无限注德州扑克锦标赛的最佳策略;但是,所使用的技术无法为两名以上的选手计算均衡策略。基于多人锦标赛的广泛普及以及在两种玩家情况下卡纸/弃牌策略接近最佳的动机,我们开发了一种算法,该算法可以计算三个(可能甚至更多)的锦标赛中的近似卡纸/弃牌均衡策略。玩家。我们的算法结合了虚拟游戏到不完善的信息游戏的扩展,类似于用于解决随机游戏的价值迭代的算法以及来自扑克社区的启发式算法,称为独立筹码模型,我们将其用作初始化。利用衣服对称性的几种方法以及自定义索引方案的使用使该方法在计算上可行。除了初始化和限制卡纸/弃牌策略外,我们的高级算法没有针对扑克的特定假设,因此也适用于信息不完全的其他多玩家随机游戏。 P>
机译:关于第一人称对抗机器无限注德州扑克比赛的思考
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