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Combining Deep Reinforcement Learning and Search for Imperfect-Information Games (2007.13544v2)

Published 27 Jul 2020 in cs.GT, cs.AI, and cs.LG

Abstract: The combination of deep reinforcement learning and search at both training and test time is a powerful paradigm that has led to a number of successes in single-agent settings and perfect-information games, best exemplified by AlphaZero. However, prior algorithms of this form cannot cope with imperfect-information games. This paper presents ReBeL, a general framework for self-play reinforcement learning and search that provably converges to a Nash equilibrium in any two-player zero-sum game. In the simpler setting of perfect-information games, ReBeL reduces to an algorithm similar to AlphaZero. Results in two different imperfect-information games show ReBeL converges to an approximate Nash equilibrium. We also show ReBeL achieves superhuman performance in heads-up no-limit Texas hold'em poker, while using far less domain knowledge than any prior poker AI.

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Authors (4)
  1. Noam Brown (25 papers)
  2. Anton Bakhtin (16 papers)
  3. Adam Lerer (30 papers)
  4. Qucheng Gong (8 papers)
Citations (121)

Summary

  • The paper extends reinforcement learning and search by introducing ReBeL, which uses public belief states to converge to a Nash equilibrium in imperfect-information games.
  • It integrates deep RL with the CFR-AVG algorithm to train value and policy networks, reducing reliance on handcrafted domain-specific heuristics.
  • The framework demonstrates superhuman performance in poker and converges in Liar’s Dice, indicating promising applications for complex multi-agent environments.

Combining Deep Reinforcement Learning and Search for Imperfect-Information Games: An Overview

The research paper introduces ReBeL, a framework that effectively combines deep reinforcement learning (RL) and search to achieve a Nash equilibrium in two-player zero-sum imperfect-information games. The work bridges the gap evident in existing RL+Search paradigms which excel in perfect-information settings but falter in imperfect-information environments.

Key Contributions

The core contribution of the paper lies in extending RL+Search methodologies to imperfect-information games. ReBeL (Recursive Belief-based Learning) is designed to work with a new mechanism: public belief states (PBS). This approach incorporates the probabilistic distribution of all agents' beliefs, derived from public observations and agent policies. The paper claims that ReBeL converges to a Nash equilibrium, akin to its counterparts in perfect-information games, exemplified by algorithms such as AlphaZero.

Numerical and Experimental Results

ReBeL demonstrates its efficacy through empirical results in large-scale games, notably surpassing human performance in heads-up no-limit Texas hold'em poker while relying on minimal domain-specific knowledge. In the poker domain, ReBeL holds its ground against top benchmarks and competitive poker AIs, exhibiting superhuman capabilities. Additional experiments in Liar's Dice iteratively showcase ReBeL's convergence towards Nash equilibrium.

Technical Details and Methodologies

ReBeL operates by training value and policy networks that map the extended state space to optimal actions through an iterative self-play reinforcement learning process. Key to its implementation is the CFR-AVG (Counterfactual Regret Minimization using Average Strategy) algorithm used for subgame solving. This approach efficiently calculates infostate values, leveraging the belief distribution over the game states to guide the search process.

Algorithms like CFR-AVG ensure stability in learning and optimal policy derivation, exploring broader convergences in imperfect-information structures. The authors enhance this technique by introducing modifications, like integrating learned policies to warm-start iterations, thereby reducing learning time and improving performance without sacrificing theoretical rigor.

Theoretical and Practical Implications

The theoretical underpinning hinges on ensuring convergence to a Nash equilibrium by addressing the complexity of belief states in the extended space of imperfect-information games. ReBeL's capacity to handle this complexity has profound implications for creating AI systems that require minimal handcrafted game abstractions or domain-dependent features.

Practically, this framework finds potential applications in diverse real-world multi-agent systems, from autonomous negotiation systems to complex strategic scenarios in operations research. By reducing reliance on domain-specific expertise, ReBeL paves the way for more generalizable AI solutions that can adapt to varied interactive settings.

Future Directions

While ReBeL showcases notable performance improvements, the paper acknowledges constraints such as scalability with respect to the number of infostates. Future research could explore its adaptability to multiplayer and more complex strategic scenarios. Additionally, assessing the feasibility in real-time strategic decision-making and extending these concepts to broader AI applications represents a promising frontier.

In summary, ReBeL represents a significant stride in importing sophisticated search and learning techniques to imperfect-information games, simultaneously uncovering pathways for broader applications in dynamic, multi-agent environments.

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