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Regret minimization in games and the development of champion multiplayer computer poker-playing agents.

机译:游戏中的遗憾最小化,以及冠军多人计算机扑克代理的发展。

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摘要

Recently, poker has emerged as a popular domain for investigating decision problems under conditions of uncertainty. Unlike traditional games such as checkers and chess, poker exhibits imperfect information, varying utilities, and stochastic events. Because of these complications, decisions at the poker table are more analogous to the decisions faced by humans in everyday life.;In this dissertation, we investigate regret minimization in extensive-form games and apply our work in developing champion computer poker agents. Counterfactual Regret Minimization (CFR) is the current state-of-the-art approach to computing capable strategy profiles for large extensive-form games. Our primary focus is to advance our understanding and application of CFR in domains with more than two players. We present four major contributions. First, we provide the first set of theoretical guarantees for CFR when applied to games that are not two-player zero-sum. We prove that in such domains, CFR eliminates strictly dominated plays. In addition, we provide a modification of CFR that is both more efficient and can lead to stronger strategies than were previously possible. Second, we provide new regret bounds for CFR, present three new CFR sampling variants, and demonstrate their efficiency in several different domains. Third, we prove the first set of sufficient conditions that guarantee CFR will minimize regret in games with imperfect recall. Fourth, we generalize three previous game tree decomposition methods, present a new decomposition method, and demonstrate their improvement empirically over standard techniques. Finally, we apply the work in this thesis to construct three-player Texas hold'em agents and enter them into the Annual Computer Poker Competition. Our agents won six out of the seven three-player events that we entered from the 2010, 2011, 2012, and 2013 computer poker competitions.
机译:最近,扑克已经成为一种在不确定情况下研究决策问题的流行领域。与传统的游戏(如跳棋和国际象棋)不同,扑克展示的信息不完善,实用程序多种多样,并且具有随机事件。由于这些复杂性,扑克桌上的决策与人类在日常生活中所面临的决策更相似。反事实后悔最小化(CFR)是当前用于计算大型扩展形式游戏的有效策略配置文件的最新方法。我们的主要重点是提高我们对CFR在拥有两个以上参与者的领域中的理解和应用。我们提出了四个主要贡献。首先,当应用于非两人零和游戏时,我们为CFR提供了第一套理论保证。我们证明了在这样的领域,CFR消除了严格控制的比赛。另外,我们提供了CFR的修改,它比以前更有效,并且可以导致更强大的策略。其次,我们为CFR提供了新的遗憾界限,介绍了三个新的CFR采样变量,并展示了它们在几个不同领域中的效率。第三,我们证明了第一组足以确保CFR在不完全召回的游戏中最大程度减少后悔的条件。第四,我们概括了三种先前的游戏树分解方法,提出了一种新的分解方法,并通过经验证明了它们对标准技术的改进。最后,我们将本文中的工作应用到构建三人德克萨斯德州扑克代理商中,并将其加入年度计算机扑克比赛。在2010年,2011年,2012年和2013年的计算机扑克比赛中,我们参加的七个三人比赛中,我们的经纪人赢得了六个。

著录项

  • 作者

    Gibson, Richard.;

  • 作者单位

    University of Alberta (Canada).;

  • 授予单位 University of Alberta (Canada).;
  • 学科 Computer science.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 160 p.
  • 总页数 160
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 老年病学;
  • 关键词

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