Related papers: Depth-Limited Solving for Imperfect-Information Ga…
The advancement of data-driven artificial intelligence (AI), particularly machine learning, heavily depends on large-scale benchmarks. Despite remarkable progress across domains ranging from pattern recognition to intelligent…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
As Large Language Models (LLMs) are increasingly applied in high-stakes domains, their ability to reason strategically under uncertainty becomes critical. Poker provides a rigorous testbed, requiring not only strong actions but also…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
We consider a stochastic game with partial, asymmetric and non-classical information, where the agents are trying to acquire as many available opportunities/locks as possible. Agents have access only to local information, the information…
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting…
We investigate the interrelation between graph searching games and games with imperfect information. As key consequence we obtain that parity games with bounded imperfect information can be solved in PTIME on graphs of bounded DAG-width…
In this article, we generalize Unbounded Minimax, the state-of-the-art search algorithm for zero sums two-player games with perfect information to the framework of multiplayer games with perfect information. We experimentally show that this…
We consider imperfect information stochastic games where we require the players to use pure (i.e. non randomised) strategies. We consider reachability, safety, B\"uchi and co-B\"uchi objectives, and investigate the existence of…
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present…
Imperfect information games, such as Bridge and Skat, present challenges due to state-space explosion and hidden information, posing formidable obstacles for search algorithms. Determinization-based algorithms offer a resolution by sampling…
Policy gradient methods have become a staple of any single-agent reinforcement learning toolbox, due to their combination of desirable properties: iterate convergence, efficient use of stochastic trajectory feedback, and theoretically-sound…
AI algorithms for imperfect-information games are typically compared using performance metrics on individual games, making it difficult to assess robustness across game choices. Card games are a natural domain for imperfect information due…
The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the…
In game theory, imperfect-recall decision problems model situations in which an agent forgets information it held before. They encompass games such as the ``absentminded driver'' and team games with limited communication. In this paper, we…
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In…
To learn good joint policies for multi-agent collaboration with imperfect information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g.,…
We propose a generic mechanism for incentivizing behavior in an arbitrary finite game using payments. Doing so is trivial if the mechanism is allowed to observe all actions taken in the game, as this allows it to simply punish those agents…
An almost-perfect chess playing agent has been a long standing challenge in the field of Artificial Intelligence. Some of the recent advances demonstrate we are approaching that goal. In this project, we provide methods for faster training…
Evaluating AI agents within complex, interactive environments that mirror real-world challenges is critical for understanding their practical capabilities. While existing agent benchmarks effectively assess skills like tool use or…