Subgame solving without common knowledge
Brian Hu Zhang, Tuomas Sandholm

TL;DR
This paper presents a novel subgame solving method for imperfect-information games that reduces complexity by focusing on low-order knowledge, enabling practical application in complex games like dark chess.
Contribution
It introduces a low-order knowledge approach to subgame solving, overcoming the limitations of common-knowledge closure in complex imperfect-information games.
Findings
Reduced exploitability in practical games.
Enabled strong AI for dark chess.
Maintained safety guarantees with additional methods.
Abstract
In imperfect-information games, subgame solving is significantly more challenging than in perfect-information games, but in the last few years, such techniques have been developed. They were the key ingredient to the milestone of superhuman play in no-limit Texas hold'em poker. Current subgame-solving techniques analyze the entire common-knowledge closure of the player's current information set, that is, the smallest set of nodes within which it is common knowledge that the current node lies. While this is acceptable in games like poker where the common-knowledge closure is relatively small, many practical games have more complex information structure, which renders the common-knowledge closure impractically large to enumerate or even reasonably approximate. We introduce an approach that overcomes this obstacle, by instead working with only low-order knowledge. Our approach allows an…
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Taxonomy
TopicsArtificial Intelligence in Games · Reinforcement Learning in Robotics · Game Theory and Applications
