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Computing equilibria in extensive form games

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Title: Computing equilibria in extensive form games


1
Computing equilibria in extensive form games
  • Andrew Gilpin
  • Advanced AI April 7, 2005

2
This talk
  • Extensive form games
  • Representation
  • Computing equilibrium
  • Poker AI
  • History of poker research
  • Current research

3
Extensive form representation
  1. I 0, 1, , n players
  2. (V,E), terminals Z tree
  3. P V \ Z H controlling player
  4. H H0, , Hn information sets
  5. A A0, , An actions
  6. u Z Rn payoffs
  7. p chance probabilities

Perfect recall assumption Players never forget
information
Game from Bernhard von Stengel. Efficient
Computation of Behavior Strategies. In Games and
Economic Behavior 14220-246, 1996.
4
Computing equilibria via normal form
  • Normal form exponential, in worst case and in
    practice (e.g. poker)

5
Sequence form
  • Instead of a move for every information set,
    consider choices necessary to reach each
    information set and each leaf
  • These choices are sequences and constitute the
    pure strategies in the sequence form

S1 , l, r, L, R S2 , c, d
6
Realization plans
  • Players strategies are specified as realization
    plans over sequences
  • Prop. Realization plans are equivalent to
    behavior strategies.

7
Computing equilibria via sequence form
  • Players 1 and 2 have realization plans x and y
  • Realization constraint matrices E and F specify
    constraints on realizations

l r L R
v v
c d
u
8
Computing equilibria via sequence form
  • Payoffs for player 1 and 2 are and
  • for suitable matrices A and B
  • Creating payoff matrix
  • Initialize each entry to 0
  • For each leaf, there is a (unique) pair of
    sequences corresponding to an entry in the payoff
    matrix
  • Weight the entry by the product of chance
    probabilities along the path from the root to the
    leaf

c d
l r L R
9
Computing equilibria via sequence form
Primal
Dual
Holding x fixed, compute best response
Holding y fixed, Compute best response
Primal
Dual
10
Computing equilibria via sequence form An example
min p1 subject to x1 p1 - p2
- p3 gt 0 x2 0y1 p2 gt
0 x3 -y2 y3 p2 gt 0 x4
2y2 - 4y3 p3 gt 0 x5 -y1
p3 gt 0 q1 -y1
-1 q2 y1 - y2 - y3 0 bounds y1 gt 0 y2
gt 0 y3 gt 0 p1 Free p2 Free p3 Free end
11
Sequence form summary
  • Poly-time algorithm for computing Nash equilibria
    in 2-player zero-sum games
  • Poly-size linear complementarity problem (LCP)
    for computing Nash equilibria in 2-player
    general-sum games
  • Major shortcomings
  • Not well understood when more than two players
  • Sometimes, polynomial is still slow (e.g. poker)

12
Poker
  • Poker is a wildly popular card game
  • This years World Series of Poker is expected to
    have prizes totaling almost 50 million
  • Challenges
  • Incomplete information
  • Risk assessment
  • Deception and counter-deception
  • Sequence form does not directly apply
  • Two-player Texas Holdem has 1018 nodes

13
Holdem Poker
  • Every player receives hole cards
  • Some cards are placed on the table (flop, turn,
    river)
  • Betting rounds after each deal of cards
  • Players can bet, raise, check, fold, call
  • At end of the game, player with best hand takes
    the pot

14
Previous work in poker research
  • Rule-based
  • Simulation/Learning
  • Game-theoretic
  • Manual abstraction
  • Approximating Game-Theoretic Optimal Strategies
    for Full-scale Poker, Billings, Burch, Davidson,
    Holte, Schaeffer, Schauenberg, Szafron, IJCAI-03.
    Distinguished Paper Award.
  • Automated abstraction

15
Finding equilibria in large sequential games of
incomplete information(Joint with Tuomas
Sandholm, 2005)
  • Outline
  • Extensive game isomorphism
  • Restricted game isomorphic abstraction
    transformation
  • GameShrink automatically shrinking games
  • Application to poker
  • Approximation methods

16
Extensive game isomorphism example
17
Extensive game isomorphism example
18
Extensive game isomorphism definition
  • Let G(I,V,E,P,H,A,u,p) and G(I,V,E,P,H,A,
    u,p) be given. A bijection fV V is an
    extensive game isomorphism if
  • f induces a graph isomorphism between (V,E) and
    (V,E)
  • For each information set h in G, f induces a
    bijection between the nodes of h and some h in
    G
  • P(x) P(f(x)) for all x in V \ Z
  • U(x) u(f(x)) for all x in Z
  • p(h,a) p(f(h), f(a)) for all h in H0

19
Restricted game isomorphic abstraction
transformation
  • The restricted game Gx is obtained from G by
    removing all nodes except x and its descendants.
  • (Gx,Gy) is contractible within G if
  • x and y are in the same information set
  • Every node in that information set has the same
    parent, and the parent is either in a singleton
    information set or a chance node
  • Gx and Gy are extensive game isomorphic
  • For (Gx,Gy) contractible, the restricted game
    isomorphic abstraction transformation is the game
    where Gx and Gy are merged

20
Restricted game isomorphicabstraction
transformation example
21
Restricted game isomorphicabstraction
transformation example
22
Restricted game isomorphicabstraction
transformation example
23
Main equilibrium result
  • Thm. Let G be a sequential game with observable
    actions, let G be obtained by one application of
    the restricted game isomorphic abstraction
    transformation, and let s be a Nash equilibrium
    for G. Then the corresponding s for G is a Nash
    equilibrium.

24
Computing ExtensiveGameIsomorphic?(x,y)
  1. If x and y both leaves, return u(x) u(y)
  2. If x and y have different number of children, or
    if a different player controls them, return false
  3. Construct bipartite graph Gx,y (see next slide).
  4. Return true if Gx,y has a perfect matching
    otherwise return false.

25
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

26
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

27
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

28
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

29
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

30
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

31
Constructing Gx,y
  • Each vertex corresponds to an information set
    containing a child node.
  • Edges connect information sets where there exists
    a bijection between extensive game isomorphic
    vertices (extensive game isomorphic information
    sets)

32
GameShrink Efficiently computing restricted game
isomorphic abstraction transformations
  • Bottom-up pass Compute the ExtensiveGameIsomorphi
    c relation for each pair of equal depth nodes.
  • Top-down pass For i from 0 to height(G)
  • For each information set h at level i whose nodes
    share a common parent
  • Apply the restricted game isomorphic abstraction
    transformation to each applicable x and y in h

33
Enhancements
  • Disjoint-set data structure for storing
    isomorphisms
  • Implicit enumeration of game tree nodes
  • Necessary conditions for extensive game
    isomorphism
  • Payoff histogram database

34
Application to poker
  • Theorem. In poker, can compute isomorphisms only
    considering card tree.

J1
K
J2
J2
J1
J1
J2
K
K
0
-1
-1
0
1
1
35
Rhode Island Holdem
  • Invented as a testbed for AI research Shi
    Littman 2001
  • More than 3.1 billion game tree nodes
  • Applying sequence form
  • LP has 91 million rows and columns
  • Applying GameShrink
  • LP has 1.2 million rows and columns
  • Solvable in about 1 week
  • GameShrink itself takes less than 1 second, the
    LP solve still dominates

36
Future poker research
  • More difficult games
  • Multi-player
  • LP only handles two players
  • Possible mapping of n-player strategy to (n1)-
    player strategy
  • Tournament
  • Size of bankroll changes aggressiveness of
    players
  • Maximally vs. Optimally
  • Opponent modeling
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