Related papers: Depth-Limited Solving for Imperfect-Information Ga…
We show open games cover extensive form games with both perfect and imperfect information. Doing so forces us to address two current weaknesses in open games: the lack of a notion of player and their agency within open games, and the lack…
In safe opponent exploitation players hope to exploit their opponents' potentially sub-optimal strategies while guaranteeing at least the value of the game in expectation for themselves. Safe opponent exploitation algorithms have been…
This paper proposes new, end-to-end deep reinforcement learning algorithms for learning two-player zero-sum Markov games. Different from prior efforts on training agents to beat a fixed set of opponents, our objective is to find the Nash…
People have made remarkable progress in game AIs, especially in domain of perfect information game. However, trick-taking poker game, as a popular form of imperfect information game, has been regarded as a challenge for a long time. Since…
We study a model of games that combines concurrency, imperfect information and stochastic aspects. Those are finite states games in which, at each round, the two players choose, simultaneously and independently, an action. Then a successor…
This work considers two-player zero-sum semi-Markov games with incomplete information on one side and perfect observation. At the beginning, the system selects a game type according to a given probability distribution and informs to Player…
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments…
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…
The Da Vinci Code, a game of logical deduction and imperfect information, presents unique challenges for artificial intelligence, demanding nuanced reasoning beyond simple pattern recognition. This paper investigates the efficacy of various…
Search has played a fundamental role in computer game research since the very beginning. And while online search has been commonly used in perfect information games such as Chess and Go, online search methods for imperfect information games…
The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended…
Strategic coordination between autonomous agents and human partners under incomplete information can be modeled as turn-based cooperative games. We extend a turn-based game under incomplete information, the shared-control game, to allow…
The effectiveness of Data Injections Attacks (DIAs) critically depends on the completeness of the system information accessible to adversaries. This relationship positions information incompleteness enhancement as a vital defense strategy…
Many important real-world settings contain multiple players interacting over an unknown duration with probabilistic state transitions, and are naturally modeled as stochastic games. Prior research on algorithms for stochastic games has…
We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication…
In this article, we prove the completeness of the following game search algorithms: unbounded best-first minimax with completion and descent with completion, i.e. we show that, with enough time, they find the best game strategy. We then…
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…
Subgame solving is a technique for scaling algorithms to large games by locally refining a precomputed blueprint strategy during gameplay. While straightforward in perfect-information games where search starts from the current state,…
Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to…
Hand abstraction is crucial for scaling imperfect-information games (IIGs) such as Texas Hold'em, yet progress is limited by the lack of a formal task model and by evaluations that require resource-intensive strategy solving. We introduce…