Related papers: DecisionHoldem: Safe Depth-Limited Solving With Di…
We study in depth the class of games with opacity condition, which are two-player games with imperfect information in which one of the players only has imperfect information, and where the winning condition relies on the information he has…
Monte Carlo Tree Search (MCTS) has been extended to many imperfect information games. However, due to the added complexity that uncertainty introduces, these adaptations have not reached the same level of practical success as their perfect…
Unlike Poker where the action space $\mathcal{A}$ is discrete, differential games in the physical world often have continuous action spaces not amenable to discrete abstraction, rendering no-regret algorithms with…
We introduce GTO Wizard Benchmark, a public API and standardized evaluation framework for benchmarking algorithms in Heads-Up No-Limit Texas Hold'em (HUNL). The benchmark evaluates agents against GTO Wizard AI, a state-of-the-art superhuman…
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…
Poker is ideal for testing automated reasoning under uncertainty. It introduces uncertainty both by physical randomization and by incomplete information about opponents hands.Another source OF uncertainty IS the limited information…
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…
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…
The goal of agents in multi-agent environments is to maximize total reward against the opposing agents that are encountered. Following a game-theoretic solution concept, such as Nash equilibrium, may obtain a strong performance in some…
We provide a formal definition of depth-limited games together with an accessible and rigorous explanation of the underlying concepts, both of which were previously missing in imperfect-information games. The definition works for an…
Multi-agent debate (MAD) systems increasingly rely on shared memory to support long-horizon reasoning, but this convenience opens a critical vulnerability: a single corrupted entry can contaminate the downstream memory-augmented reasoning,…
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…
Real-world games, which concern imperfect information, multiple players, and simultaneous moves, are less frequently discussed in the existing literature of game theory. While reinforcement learning (RL) provides a general framework to…
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not…
Search in test time is often used to improve the performance of reinforcement learning algorithms. Performing theoretically sound search in fully adversarial two-player games with imperfect information is notoriously difficult and requires…
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms…
Creating strong agents for games with more than two players is a major open problem in AI. Common approaches are based on approximating game-theoretic solution concepts such as Nash equilibrium, which have strong theoretical guarantees in…
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective…
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…
Dynamic zero-sum games are an important class of problems with applications ranging from evasion-pursuit and heads-up poker to certain adversarial versions of control problems such as multi-armed bandit and multiclass queuing problems.…