Combining Incremental Strategy Generation and Branch and Bound Search for Computing Maxmin Strategies in Imperfect Recall Games
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F17%3A00315397" target="_blank" >RIV/68407700:21230/17:00315397 - isvavai.cz</a>
Result on the web
<a href="https://www.researchgate.net/publication/317095657_Combining_incremental_strategy_generation_and_branch_and_bound_search_for_computing_maxmin_strategies_in_imperfect_recall_games" target="_blank" >https://www.researchgate.net/publication/317095657_Combining_incremental_strategy_generation_and_branch_and_bound_search_for_computing_maxmin_strategies_in_imperfect_recall_games</a>
DOI - Digital Object Identifier
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Alternative languages
Result language
angličtina
Original language name
Combining Incremental Strategy Generation and Branch and Bound Search for Computing Maxmin Strategies in Imperfect Recall Games
Original language description
Extensive-form games with imperfect recall are an important model of dynamic games where the players are allowed to forget previously known information. Often, imperfect recall games are the result of an abstraction algorithm that simplifies a large game with perfect recall. Unfortunately, solving an imperfect recall game has fundamental problems since a Nash equilibrium does not have to exist. Alternatively, we can seek maxmin strategies that guarantee an expected outcome. The only existing algorithm computing maxmin strategies in two-player imperfect recall games without absentmindedness, however, requires approximating a bilinear mathematical program that is proportional to the size of the whole game and thus has a limited scalability. We propose a novel algorithm for computing maxmin strategies in this class of games that combines this approximate algorithm with an incremental strategy-generation technique designed previously for extensive-form games with perfect recall. Experimental evaluation shows that the novel algorithm builds only a fraction of the game tree and improves the scalability by several orders of magnitude. Finally, we demonstrate that our algorithm can solve an abstracted variant of a large game faster compared to the algorithms operating on the unabstracted perfect-recall variant.
Czech name
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Czech description
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Classification
Type
D - Article in proceedings
CEP classification
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OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
<a href="/en/project/GA15-23235S" target="_blank" >GA15-23235S: Abstractions and Extensive-Form Games with Imperfect Recall</a><br>
Continuities
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Others
Publication year
2017
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
Proceedings of the 31th AAAI Conference on Artificial Intelligence
ISBN
978-1-57735-786-5
ISSN
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e-ISSN
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Number of pages
9
Pages from-to
902-910
Publisher name
AAAI Press
Place of publication
Menlo Park
Event location
San Francisco
Event date
Feb 4, 2017
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
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