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RL-CFR: Dynamic Action Abstraction in Imperfect Information Extensive-Form Games


Core Concepts
RL-CFR introduces dynamic action abstraction in IIEFGs, improving performance without increased solving time.
Abstract
RL-CFR presents a novel approach to dynamic action abstraction in Imperfect Information Extensive-Form Games (IIEFGs). Existing methods rely on fixed abstractions, leading to sub-optimal performance due to computational complexity. RL-CFR utilizes reinforcement learning and counterfactual regret minimization for strategy derivation. It constructs a game tree with RL-guided action abstractions, achieving higher expected payoff without increased solving time. In experiments on Heads-up No-limit Texas Hold’em, RL-CFR outperforms existing methods significantly. RL-CFR combines Deep Reinforcement Learning with Counterfactual Regret Minimization, addressing challenges of mixed strategies and probabilistic rewards in IIEFGs. The framework integrates self-training processes for dynamic action abstraction selection. Training involves compressing PBS, selecting actions through noise-added networks, building depth-limited subgames, and calculating rewards based on PBS values. The experiments demonstrate RL-CFR's superiority over fixed action abstraction methods like ReBeL's replication and Slumbot in HUNL poker games. The framework achieves substantial win-rate margins of 64 ± 11 and 84 ± 17 mbb/hand against existing algorithms. Additionally, exploitability evaluations show that RL-CFR generates less exploitable strategies compared to other methods.
Stats
RL-CFR achieves significant win-rate margins of 64 ± 11 and 84 ± 17 mbb/hand in HUNL experiments. The exploitability of RL-CFR is measured at 17 ± 0 mbb/hand. After training for over 5 × 105 epochs, the PBS value network comprises approximately 18 million parameters.
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Key Insights Distilled From

by Boning Li,Zh... at arxiv.org 03-08-2024

https://arxiv.org/pdf/2403.04344.pdf
RL-CFR

Deeper Inquiries

How can the concept of dynamic action abstraction be applied to other domains beyond game theory

動的な行動抽象化の概念は、ゲーム理論以外の領域にも適用することができます。例えば、製造業において生産ラインの最適化やリソース管理において、異なる状況や条件に応じて自動的に行動を調整するシステムを導入することが考えられます。また、交通システムや都市計画では、混雑状況や需要予測などの要因を考慮して効率的なルート設計やサービス提供を行う際にも活用できるでしょう。

What potential drawbacks or limitations might arise from relying solely on reinforcement learning for strategy derivation

戦略導出において単純に強化学習だけを頼りすぎることから生じる潜在的な欠点や制限事項があります。まず第一に、強化学習は確率ベースの混合戦略よりも決定論的ポリシー向けに設計されているため、IIEFGs(Imperfect Information Extensive-Form Games)などで必要とされる確率ベースの混合戦略への対応性が低くなります。さらに情報セットごとの価値関数が特定戦略依存性を持つ場合(例:カードゲーム)、これら情報セット内で正確な価値推定を困難とします。

How could the principles of RL-CFR be adapted or modified for use in real-world decision-making scenarios outside of gaming contexts

RL-CFRフレームワークの原則は、ゲーミングコンテキスト以外でも実世界の意思決定シナリオで適用または修正され得ます。たとえば金融取引分野では投資家が市場変動等から最適アクションプランニングする際利用可能です。医療分野では治療法提案時患者データ解析結果から最良治療方針提示等有益かもしれません。
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