Title: Computing equilibria in extensive form games
1Computing equilibria in extensive form games
- Andrew Gilpin
- Advanced AI April 7, 2005
2This talk
- Extensive form games
- Representation
- Computing equilibrium
- Poker AI
- History of poker research
- Current research
3Extensive form representation
- I 0, 1, , n players
- (V,E), terminals Z tree
- P V \ Z H controlling player
- H H0, , Hn information sets
- A A0, , An actions
- u Z Rn payoffs
- 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.
4Computing equilibria via normal form
- Normal form exponential, in worst case and in
practice (e.g. poker)
5Sequence 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
6Realization plans
- Players strategies are specified as realization
plans over sequences - Prop. Realization plans are equivalent to
behavior strategies.
7Computing 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
8Computing 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
9Computing equilibria via sequence form
Primal
Dual
Holding x fixed, compute best response
Holding y fixed, Compute best response
Primal
Dual
10Computing 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
11Sequence 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)
12Poker
- 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
13Holdem 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
14Previous 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
15Finding 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
16Extensive game isomorphism example
17Extensive game isomorphism example
18Extensive 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
19Restricted 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
20Restricted game isomorphicabstraction
transformation example
21Restricted game isomorphicabstraction
transformation example
22Restricted game isomorphicabstraction
transformation example
23Main 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.
24Computing ExtensiveGameIsomorphic?(x,y)
- If x and y both leaves, return u(x) u(y)
- If x and y have different number of children, or
if a different player controls them, return false - Construct bipartite graph Gx,y (see next slide).
- Return true if Gx,y has a perfect matching
otherwise return false.
25Constructing 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)
26Constructing 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)
27Constructing 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)
28Constructing 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)
29Constructing 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)
30Constructing 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)
31Constructing 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)
32GameShrink 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
33Enhancements
- Disjoint-set data structure for storing
isomorphisms - Implicit enumeration of game tree nodes
- Necessary conditions for extensive game
isomorphism - Payoff histogram database
34Application 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
35Rhode 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
36Future 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