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Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…

Machine Learning · Computer Science 2020-06-02 Dennis J. N. J. Soemers , Éric Piette , Matthew Stephenson , Cameron Browne

Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel…

Artificial Intelligence · Computer Science 2024-10-25 Thomas Anthony , Zheng Tian , David Barber

We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often…

Artificial Intelligence · Computer Science 2020-12-23 Rinu Boney , Alexander Ilin , Juho Kannala , Jarno Seppänen

Finding a best response policy is a central objective in game theory and multi-agent learning, with modern population-based training approaches employing reinforcement learning algorithms as best-response oracles to improve play against…

Artificial Intelligence · Computer Science 2023-04-26 Daniel Hernandez , Hendrik Baier , Michael Kaisers

In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…

Artificial Intelligence · Computer Science 2024-07-15 Timo Bertram , Johannes Fürnkranz , Martin Müller

In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole,…

Artificial Intelligence · Computer Science 2017-11-20 Noam Brown , Tuomas Sandholm

When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…

Computer Science and Game Theory · Computer Science 2025-05-27 Benjamin Heymann , Marc Lanctot

This paper resolves the open question of designing near-optimal algorithms for learning imperfect-information extensive-form games from bandit feedback. We present the first line of algorithms that require only…

Machine Learning · Computer Science 2023-04-04 Yu Bai , Chi Jin , Song Mei , Tiancheng Yu

Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and…

Poker is in the family of imperfect information games unlike other games such as chess, connect four, etc which are perfect information game instead. While many perfect information games have been solved, no non-trivial imperfect…

Computer Science and Game Theory · Computer Science 2024-01-15 Prathamesh Sonawane , Arav Chheda

Since the advent of AI, games have served as progress benchmarks. Meanwhile, imperfect-information variants of chess have existed for over a century, present extreme challenges, and have been the focus of decades of AI research. Beyond…

Computer Science and Game Theory · Computer Science 2026-03-03 Brian Hu Zhang , Tuomas Sandholm

In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the…

Artificial Intelligence · Computer Science 2025-12-18 Stefan Edelkamp

In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first…

Artificial Intelligence · Computer Science 2022-08-04 Timo Bertram , Johannes Fürnkranz , Martin Müller

Decomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be…

Computer Science and Game Theory · Computer Science 2014-04-22 Neil Burch , Michael Johanson , Michael Bowling

Planning with options -- a sequence of primitive actions -- has been shown effective in reinforcement learning within complex environments. Previous studies have focused on planning with predefined options or learned options through expert…

Artificial Intelligence · Computer Science 2025-03-24 Po-Wei Huang , Pei-Chiun Peng , Hung Guei , Ti-Rong Wu

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…

Artificial Intelligence · Computer Science 2024-05-24 Jérôme Arjonilla , Abdallah Saffidine , Tristan Cazenave

Training large language model (LLM) agents for adversarial games is often driven by episodic objectives such as win rate. In long-horizon settings, however, payoffs are shaped by latent strategic externalities that evolve over time, so…

Machine Learning · Computer Science 2026-02-10 Boyang Xia , Weiyou Tian , Qingnan Ren , Jiaqi Huang , Jie Xiao , Shuo Lu , Kai Wang , Lynn Ai , Eric Yang , Bill Shi

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…

Machine Learning · Computer Science 2026-05-15 JB Lanier , Nathan Monette , Pierre Baldi , Roy Fox

AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for…

Artificial Intelligence · Computer Science 2023-03-02 Alexandre Trudeau , Michael Bowling

We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…

Machine Learning · Computer Science 2018-09-03 Henry Charlesworth
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