Marc Lanctot

AI
h-index32
50papers
11,161citations
Novelty57%
AI Score47

50 Papers

38.5AIJun 30, 2022Code
Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning

Julien Perolat, Bart de Vylder, Daniel Hennes et al.

We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.

5.1MASep 22, 2022
Developing, Evaluating and Scaling Learning Agents in Multi-Agent Environments

Ian Gemp, Thomas Anthony, Yoram Bachrach et al. · deepmind

The Game Theory & Multi-Agent team at DeepMind studies several aspects of multi-agent learning ranging from computing approximations to fundamental concepts in game theory to simulating social dilemmas in rich spatial environments and training 3-d humanoids in difficult team coordination tasks. A signature aim of our group is to use the resources and expertise made available to us at DeepMind in deep reinforcement learning to explore multi-agent systems in complex environments and use these benchmarks to advance our understanding. Here, we summarise the recent work of our team and present a taxonomy that we feel highlights many important open challenges in multi-agent research.

15.2GTJun 8, 2022Code
ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret

Stephen McAleer, Gabriele Farina, Marc Lanctot et al.

Recent techniques for approximating Nash equilibria in very large games leverage neural networks to learn approximately optimal policies (strategies). One promising line of research uses neural networks to approximate counterfactual regret minimization (CFR) or its modern variants. DREAM, the only current CFR-based neural method that is model free and therefore scalable to very large games, trains a neural network on an estimated regret target that can have extremely high variance due to an importance sampling term inherited from Monte Carlo CFR (MCCFR). In this paper we propose an unbiased model-free method that does not require any importance sampling. Our method, ESCHER, is principled and is guaranteed to converge to an approximate Nash equilibrium with high probability. We show that the variance of the estimated regret of ESCHER is orders of magnitude lower than DREAM and other baselines. We then show that ESCHER outperforms the prior state of the art -- DREAM and neural fictitious self play (NFSP) -- on a number of games and the difference becomes dramatic as game size increases. In the very large game of dark chess, ESCHER is able to beat DREAM and NFSP in a head-to-head competition over $90\%$ of the time.

13.1AIMay 31, 2022
Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum Games

Siqi Liu, Marc Lanctot, Luke Marris et al.

Learning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixture policies in a game with tractable best-responses. We verify that such policies behave Bayes-optimally under uncertainty and offer insights in using this flexibility at test time. Finally, we offer evidence that learning best-responses to any mixture policies is an effective auxiliary task for strategic exploration, which, by itself, can lead to more performant populations.

10.0AIFeb 1, 2023
Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling

Zun Li, Marc Lanctot, Kevin R. McKee et al.

Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an \emph{offline opponent model} via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an \emph{online opponent model} and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.

2.3GTMay 24, 2022Code
Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games: Corrections

Dustin Morrill, Ryan D'Orazio, Marc Lanctot et al.

Hindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance.

4.3GTOct 5, 2022
Game Theoretic Rating in N-player general-sum games with Equilibria

Luke Marris, Marc Lanctot, Ian Gemp et al.

Rating strategies in a game is an important area of research in game theory and artificial intelligence, and can be applied to any real-world competitive or cooperative setting. Traditionally, only transitive dependencies between strategies have been used to rate strategies (e.g. Elo), however recent work has expanded ratings to utilize game theoretic solutions to better rate strategies in non-transitive games. This work generalizes these ideas and proposes novel algorithms suitable for N-player, general-sum rating of strategies in normal-form games according to the payoff rating system. This enables well-established solution concepts, such as equilibria, to be leveraged to efficiently rate strategies in games with complex strategic interactions, which arise in multiagent training and real-world interactions between many agents. We empirically validate our methods on real world normal-form data (Premier League) and multiagent reinforcement learning agent evaluation.

5.9GTMar 2, 2023Code
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning

Marc Lanctot, John Schultz, Neil Burch et al.

Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.

23.1LGJun 12, 2022Code
A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games

Samuel Sokota, Ryan D'Orazio, J. Zico Kolter et al.

This work studies an algorithm, which we call magnetic mirror descent, that is inspired by mirror descent and the non-Euclidean proximal gradient algorithm. Our contribution is demonstrating the virtues of magnetic mirror descent as both an equilibrium solver and as an approach to reinforcement learning in two-player zero-sum games. These virtues include: 1) Being the first quantal response equilibria solver to achieve linear convergence for extensive-form games with first order feedback; 2) Being the first standard reinforcement learning algorithm to achieve empirically competitive results with CFR in tabular settings; 3) Achieving favorable performance in 3x3 Dark Hex and Phantom Tic-Tac-Toe as a self-play deep reinforcement learning algorithm.

4.3GTMar 2, 2023
Learning not to Regret

David Sychrovský, Michal Šustr, Elnaz Davoodi et al.

The literature on game-theoretic equilibrium finding predominantly focuses on single games or their repeated play. Nevertheless, numerous real-world scenarios feature playing a game sampled from a distribution of similar, but not identical games, such as playing poker with different public cards or trading correlated assets on the stock market. As these similar games feature similar equilibra, we investigate a way to accelerate equilibrium finding on such a distribution. We present a novel "learning not to regret" framework, enabling us to meta-learn a regret minimizer tailored to a specific distribution. Our key contribution, Neural Predictive Regret Matching, is uniquely meta-learned to converge rapidly for the chosen distribution of games, while having regret minimization guarantees on any game. We validated our algorithms' faster convergence on a distribution of river poker games. Our experiments show that the meta-learned algorithms outpace their non-meta-learned counterparts, achieving more than tenfold improvements.

17.2AIJan 11, 2021Code
Solving Common-Payoff Games with Approximate Policy Iteration

Samuel Sokota, Edward Lockhart, Finbarr Timbers et al.

For artificially intelligent learning systems to have widespread applicability in real-world settings, it is important that they be able to operate decentrally. Unfortunately, decentralized control is difficult -- computing even an epsilon-optimal joint policy is a NEXP complete problem. Nevertheless, a recently rediscovered insight -- that a team of agents can coordinate via common knowledge -- has given rise to algorithms capable of finding optimal joint policies in small common-payoff games. The Bayesian action decoder (BAD) leverages this insight and deep reinforcement learning to scale to games as large as two-player Hanabi. However, the approximations it uses to do so prevent it from discovering optimal joint policies even in games small enough to brute force optimal solutions. This work proposes CAPI, a novel algorithm which, like BAD, combines common knowledge with deep reinforcement learning. However, unlike BAD, CAPI prioritizes the propensity to discover optimal joint policies over scalability. While this choice precludes CAPI from scaling to games as large as Hanabi, empirical results demonstrate that, on the games to which CAPI does scale, it is capable of discovering optimal joint policies even when other modern multi-agent reinforcement learning algorithms are unable to do so. Code is available at https://github.com/ssokota/capi .

34.0LGFeb 1, 2019Code
The Hanabi Challenge: A New Frontier for AI Research

Nolan Bard, Jakob N. Foerster, Sarath Chandar et al.

From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.

20.9AIDec 2, 2024
Mastering Board Games by External and Internal Planning with Language Models

John Schultz, Jakub Adamek, Matej Jusup et al. · deepmind

Advancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications.

19.5AIJan 31, 2025
Jackpot! Alignment as a Maximal Lottery

Roberto-Rafael Maura-Rivero, Marc Lanctot, Francesco Visin et al.

Reinforcement Learning from Human Feedback (RLHF), the standard for aligning Large Language Models (LLMs) with human values, is known to fail to satisfy properties that are intuitively desirable, such as respecting the preferences of the majority \cite{ge2024axioms}. To overcome these issues, we propose the use of a probabilistic Social Choice rule called \emph{maximal lotteries} as a replacement for RLHF. We show that a family of alignment techniques, namely Nash Learning from Human Feedback (NLHF) \cite{munos2023nash} and variants, approximate maximal lottery outcomes and thus inherit its beneficial properties. We confirm experimentally that our proposed methodology handles situations that arise when working with preferences more robustly than standard RLHF, including supporting the preferences of the majority, providing principled ways of handling non-transitivities in the preference data, and robustness to irrelevant alternatives. This results in systems that better incorporate human values and respect human intentions.

11.7AIDec 5, 2023
Evaluating Agents using Social Choice Theory

Marc Lanctot, Kate Larson, Yoram Bachrach et al.

We argue that many general evaluation problems can be viewed through the lens of voting theory. Each task is interpreted as a separate voter, which requires only ordinal rankings or pairwise comparisons of agents to produce an overall evaluation. By viewing the aggregator as a social welfare function, we are able to leverage centuries of research in social choice theory to derive principled evaluation frameworks with axiomatic foundations. These evaluations are interpretable and flexible, while avoiding many of the problems currently facing cross-task evaluation. We apply this Voting-as-Evaluation (VasE) framework across multiple settings, including reinforcement learning, large language models, and humans. In practice, we observe that VasE can be more robust than popular evaluation frameworks (Elo and Nash averaging), discovers properties in the evaluation data not evident from scores alone, and can predict outcomes better than Elo in a complex seven-player game. We identify one particular approach, maximal lotteries, that satisfies important consistency properties relevant to evaluation, is computationally efficient (polynomial in the size of the evaluation data), and identifies game-theoretic cycles.

7.3AIJan 10, 2024
Neural Population Learning beyond Symmetric Zero-sum Games

Siqi Liu, Luke Marris, Marc Lanctot et al.

We study computationally efficient methods for finding equilibria in n-player general-sum games, specifically ones that afford complex visuomotor skills. We show how existing methods would struggle in this setting, either computationally or in theory. We then introduce NeuPL-JPSRO, a neural population learning algorithm that benefits from transfer learning of skills and converges to a Coarse Correlated Equilibrium (CCE) of the game. We show empirical convergence in a suite of OpenSpiel games, validated rigorously by exact game solvers. We then deploy NeuPL-JPSRO to complex domains, where our approach enables adaptive coordination in a MuJoCo control domain and skill transfer in capture-the-flag. Our work shows that equilibrium convergent population learning can be implemented at scale and in generality, paving the way towards solving real-world games between heterogeneous players with mixed motives.

9.2GTFeb 27, 2025
Re-evaluating Open-ended Evaluation of Large Language Models

Siqi Liu, Ian Gemp, Luke Marris et al.

Evaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are compared on user-submitted prompts, have emerged as a popular solution. Despite their many advantages, we show that the current Elo-based rating systems can be susceptible to and even reinforce biases in data, intentional or accidental, due to their sensitivity to redundancies. To address this issue, we propose evaluation as a 3-player game, and introduce novel game-theoretic solution concepts to ensure robustness to redundancy. We show that our method leads to intuitive ratings and provide insights into the competitive landscape of LLM development.

5.1GTFeb 17, 2025
Deviation Ratings: A General, Clone-Invariant Rating Method

Luke Marris, Siqi Liu, Ian Gemp et al.

Many real-world multi-agent or multi-task evaluation scenarios can be naturally modelled as normal-form games due to inherent strategic (adversarial, cooperative, and mixed motive) interactions. These strategic interactions may be agentic (e.g. players trying to win), fundamental (e.g. cost vs quality), or complementary (e.g. niche finding and specialization). In such a formulation, it is the strategies (actions, policies, agents, models, tasks, prompts, etc.) that are rated. However, the rating problem is complicated by redundancy and complexity of N-player strategic interactions. Repeated or similar strategies can distort ratings for those that counter or complement them. Previous work proposed ``clone invariant'' ratings to handle such redundancies, but this was limited to two-player zero-sum (i.e. strictly competitive) interactions. This work introduces the first N-player general-sum clone invariant rating, called deviation ratings, based on coarse correlated equilibria. The rating is explored on several domains including LLMs evaluation.

5.9MAOct 31, 2024
Soft Condorcet Optimization for Ranking of General Agents

Marc Lanctot, Kate Larson, Michael Kaisers et al.

Driving progress of AI models and agents requires comparing their performance on standardized benchmarks; for general agents, individual performances must be aggregated across a potentially wide variety of different tasks. In this paper, we describe a novel ranking scheme inspired by social choice frameworks, called Soft Condorcet Optimization (SCO), to compute the optimal ranking of agents: the one that makes the fewest mistakes in predicting the agent comparisons in the evaluation data. This optimal ranking is the maximum likelihood estimate when evaluation data (which we view as votes) are interpreted as noisy samples from a ground truth ranking, a solution to Condorcet's original voting system criteria. SCO ratings are maximal for Condorcet winners when they exist, which we show is not necessarily true for the classical rating system Elo. We propose three optimization algorithms to compute SCO ratings and evaluate their empirical performance. When serving as an approximation to the Kemeny-Young voting method, SCO rankings are on average 0 to 0.043 away from the optimal ranking in normalized Kendall-tau distance across 865 preference profiles from the PrefLib open ranking archive. In a simulated noisy tournament setting, SCO achieves accurate approximations to the ground truth ranking and the best among several baselines when 59\% or more of the preference data is missing. Finally, SCO ranking provides the best approximation to the optimal ranking, measured on held-out test sets, in a problem containing 52,958 human players across 31,049 games of the classic seven-player game of Diplomacy.

16.5AIOct 6, 2025
Code World Models for General Game Playing

Wolfgang Lehrach, Daniel Hennes, Miguel Lazaro-Gredilla et al.

Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the model's implicit fragile pattern-matching capabilities, leading to frequent illegal moves and strategically shallow play. Here we introduce an alternative approach: We use the LLM to translate natural language rules and game trajectories into a formal, executable world model represented as Python code. This generated model -- comprising functions for state transition, legal move enumeration, and termination checks -- serves as a verifiable simulation engine for high-performance planning algorithms like Monte Carlo tree search (MCTS). In addition, we prompt the LLM to generate heuristic value functions (to make MCTS more efficient), and inference functions (to estimate hidden states in imperfect information games). Our method offers three distinct advantages compared to directly using the LLM as a policy: (1) Verifiability: The generated CWM serves as a formal specification of the game's rules, allowing planners to algorithmically enumerate valid actions and avoid illegal moves, contingent on the correctness of the synthesized model; (2) Strategic Depth: We combine LLM semantic understanding with the deep search power of classical planners; and (3) Generalization: We direct the LLM to focus on the meta-task of data-to-code translation, enabling it to adapt to new games more easily. We evaluate our agent on 10 different games, of which 4 are novel and created for this paper. 5 of the games are fully observed (perfect information), and 5 are partially observed (imperfect information). We find that our method outperforms or matches Gemini 2.5 Pro in 9 out of the 10 considered games.

2.6LGFeb 19, 2024
Easy as ABCs: Unifying Boltzmann Q-Learning and Counterfactual Regret Minimization

Luca D'Amico-Wong, Hugh Zhang, Marc Lanctot et al.

We propose ABCs (Adaptive Branching through Child stationarity), a best-of-both-worlds algorithm combining Boltzmann Q-learning (BQL), a classic reinforcement learning algorithm for single-agent domains, and counterfactual regret minimization (CFR), a central algorithm for learning in multi-agent domains. ABCs adaptively chooses what fraction of the environment to explore each iteration by measuring the stationarity of the environment's reward and transition dynamics. In Markov decision processes, ABCs converges to the optimal policy with at most an O(A) factor slowdown compared to BQL, where A is the number of actions in the environment. In two-player zero-sum games, ABCs is guaranteed to converge to a Nash equilibrium (assuming access to a perfect oracle for detecting stationarity), while BQL has no such guarantees. Empirically, ABCs demonstrates strong performance when benchmarked across environments drawn from the OpenSpiel game library and OpenAI Gym and exceeds all prior methods in environments which are neither fully stationary nor fully nonstationary.

13.8CLJan 24, 2024Code
Steering Language Models with Game-Theoretic Solvers

Ian Gemp, Roma Patel, Yoram Bachrach et al.

Mathematical models of interactions among rational agents have long been studied in game theory. However these interactions are often over a small set of discrete game actions which is very different from how humans communicate in natural language. To bridge this gap, we introduce a framework that allows equilibrium solvers to work over the space of natural language dialogue generated by large language models (LLMs). Specifically, by modelling the players, strategies and payoffs in a "game" of dialogue, we create a binding from natural language interactions to the conventional symbolic logic of game theory. Given this binding, we can ask existing game-theoretic algorithms to provide us with strategic solutions (e.g., what string an LLM should generate to maximize payoff in the face of strategic partners or opponents), giving us predictors of stable, rational conversational strategies. We focus on three domains that require different negotiation strategies: scheduling meetings, trading fruit and debate, and evaluate an LLM's generated language when guided by solvers. We see that LLMs that follow game-theory solvers result in dialogue generations that are less exploitable than the control (no guidance from solvers), and the language generated results in higher rewards, in all negotiation domains. We discuss future implications of this work, and how game-theoretic solvers that can leverage the expressivity of natural language can open up a new avenue of guiding language research.

9.2GTJan 19, 2022
Anytime PSRO for Two-Player Zero-Sum Games

Stephen McAleer, Kevin Wang, John Lanier et al.

Policy space response oracles (PSRO) is a multi-agent reinforcement learning algorithm that has achieved state-of-the-art performance in very large two-player zero-sum games. PSRO is based on the tabular double oracle (DO) method, an algorithm that is guaranteed to converge to a Nash equilibrium, but may increase exploitability from one iteration to the next. We propose anytime double oracle (ADO), a tabular double oracle algorithm for 2-player zero-sum games that is guaranteed to converge to a Nash equilibrium while decreasing exploitability from one iteration to the next. Unlike DO, in which the restricted distribution is based on the restricted game formed by each player's strategy sets, ADO finds the restricted distribution for each player that minimizes its exploitability against any policy in the full, unrestricted game. We also propose a method of finding this restricted distribution via a no-regret algorithm updated against best responses, called RM-BR DO. Finally, we propose anytime PSRO (APSRO), a version of ADO that calculates best responses via reinforcement learning. In experiments on Leduc poker and random normal form games, we show that our methods achieve far lower exploitability than DO and PSRO and decrease exploitability monotonically.

22.3AIDec 6, 2021
Student of Games: A unified learning algorithm for both perfect and imperfect information games

Martin Schmid, Matej Moravcik, Neil Burch et al.

Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and learning demonstrated strong performance for specific imperfect information poker variants. We introduce Student of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reasoning. Student of Games achieves strong empirical performance in large perfect and imperfect information games -- an important step towards truly general algorithms for arbitrary environments. We prove that Student of Games is sound, converging to perfect play as available computation and approximation capacity increases. Student of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker, and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning.

10.6LGOct 27, 2021
Dynamic population-based meta-learning for multi-agent communication with natural language

Abhinav Gupta, Marc Lanctot, Angeliki Lazaridou

In this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies.

10.3MAJun 17, 2021Code
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers

Luke Marris, Paul Muller, Marc Lanctot et al.

Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games.

10.3GTFeb 13, 2021Code
Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games

Dustin Morrill, Ryan D'Orazio, Marc Lanctot et al.

Hindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance.

14.5GTDec 10, 2020Code
Hindsight and Sequential Rationality of Correlated Play

Dustin Morrill, Ryan D'Orazio, Reca Sarfati et al.

Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at producing competent players in general-sum games or those with more than two players than in two-player, zero-sum games. An appealing alternative is to consider adaptive algorithms that ensure strong performance in hindsight relative to what could have been achieved with modified behavior. This approach also leads to a game-theoretic analysis, but in the correlated play that arises from joint learning dynamics rather than factored agent behavior at equilibrium. We develop and advocate for this hindsight rationality framing of learning in general sequential decision-making settings. To this end, we re-examine mediated equilibrium and deviation types in extensive-form games, thereby gaining a more complete understanding and resolving past misconceptions. We present a set of examples illustrating the distinct strengths and weaknesses of each type of equilibrium in the literature, and prove that no tractable concept subsumes all others. This line of inquiry culminates in the definition of the deviation and equilibrium classes that correspond to algorithms in the counterfactual regret minimization (CFR) family, relating them to all others in the literature. Examining CFR in greater detail further leads to a new recursive definition of rationality in correlated play that extends sequential rationality in a way that naturally applies to hindsight evaluation.

14.0LGOct 20, 2020
Negotiating Team Formation Using Deep Reinforcement Learning

Yoram Bachrach, Richard Everett, Edward Hughes et al.

When autonomous agents interact in the same environment, they must often cooperate to achieve their goals. One way for agents to cooperate effectively is to form a team, make a binding agreement on a joint plan, and execute it. However, when agents are self-interested, the gains from team formation must be allocated appropriately to incentivize agreement. Various approaches for multi-agent negotiation have been proposed, but typically only work for particular negotiation protocols. More general methods usually require human input or domain-specific data, and so do not scale. To address this, we propose a framework for training agents to negotiate and form teams using deep reinforcement learning. Importantly, our method makes no assumptions about the specific negotiation protocol, and is instead completely experience driven. We evaluate our approach on both non-spatial and spatially extended team-formation negotiation environments, demonstrating that our agents beat hand-crafted bots and reach negotiation outcomes consistent with fair solutions predicted by cooperative game theory. Additionally, we investigate how the physical location of agents influences negotiation outcomes.

17.5AIAug 27, 2020
The Advantage Regret-Matching Actor-Critic

Audrūnas Gruslys, Marc Lanctot, Rémi Munos et al.

Regret minimization has played a key role in online learning, equilibrium computation in games, and reinforcement learning (RL). In this paper, we describe a general model-free RL method for no-regret learning based on repeated reconsideration of past behavior. We propose a model-free RL algorithm, the AdvantageRegret-Matching Actor-Critic (ARMAC): rather than saving past state-action data, ARMAC saves a buffer of past policies, replaying through them to reconstruct hindsight assessments of past behavior. These retrospective value estimates are used to predict conditional advantages which, combined with regret matching, produces a new policy. In particular, ARMAC learns from sampled trajectories in a centralized training setting, without requiring the application of importance sampling commonly used in Monte Carlo counterfactual regret (CFR) minimization; hence, it does not suffer from excessive variance in large environments. In the single-agent setting, ARMAC shows an interesting form of exploration by keeping past policies intact. In the multiagent setting, ARMAC in self-play approaches Nash equilibria on some partially-observable zero-sum benchmarks. We provide exploitability estimates in the significantly larger game of betting-abstracted no-limit Texas Hold'em.

14.3LGJun 8, 2020Code
Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Thomas Anthony, Tom Eccles, Andrea Tacchetti et al.

Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.

15.3LGApr 20, 2020
Approximate exploitability: Learning a best response in large games

Finbarr Timbers, Nolan Bard, Edward Lockhart et al.

Researchers have demonstrated that neural networks are vulnerable to adversarial examples and subtle environment changes, both of which one can view as a form of distribution shift. To humans, the resulting errors can look like blunders, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. While valuable, such evaluation typically fails to evaluate robustness to worst-case outcomes. Prior research in computer poker has examined how to assess such worst-case performance, both exactly and approximately. Unfortunately, exact computation is infeasible with larger domains, and existing approximations rely on poker-specific knowledge. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, thereby approximating worst-case performance. We demonstrate the technique in several two-player zero-sum games against a variety of agents, including several AlphaZero-based agents.

20.4GTFeb 19, 2020
From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization

Julien Perolat, Remi Munos, Jean-Baptiste Lespiau et al.

In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincaré recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG).

23.1MASep 27, 2019Code
A Generalized Training Approach for Multiagent Learning

Paul Muller, Shayegan Omidshafiei, Mark Rowland et al.

This paper investigates a population-based training regime based on game-theoretic principles called Policy-Spaced Response Oracles (PSRO). PSRO is general in the sense that it (1) encompasses well-known algorithms such as fictitious play and double oracle as special cases, and (2) in principle applies to general-sum, many-player games. Despite this, prior studies of PSRO have been focused on two-player zero-sum games, a regime wherein Nash equilibria are tractably computable. In moving from two-player zero-sum games to more general settings, computation of Nash equilibria quickly becomes infeasible. Here, we extend the theoretical underpinnings of PSRO by considering an alternative solution concept, $α$-Rank, which is unique (thus faces no equilibrium selection issues, unlike Nash) and applies readily to general-sum, many-player settings. We establish convergence guarantees in several games classes, and identify links between Nash equilibria and $α$-Rank. We demonstrate the competitive performance of $α$-Rank-based PSRO against an exact Nash solver-based PSRO in 2-player Kuhn and Leduc Poker. We then go beyond the reach of prior PSRO applications by considering 3- to 5-player poker games, yielding instances where $α$-Rank achieves faster convergence than approximate Nash solvers, thus establishing it as a favorable general games solver. We also carry out an initial empirical validation in MuJoCo soccer, illustrating the feasibility of the proposed approach in another complex domain.

31.2LGAug 26, 2019Code
OpenSpiel: A Framework for Reinforcement Learning in Games

Marc Lanctot, Edward Lockhart, Jean-Baptiste Lespiau et al.

OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.

16.3LGJun 1, 2019
Neural Replicator Dynamics

Daniel Hennes, Dustin Morrill, Shayegan Omidshafiei et al.

Policy gradient and actor-critic algorithms form the basis of many commonly used training techniques in deep reinforcement learning. Using these algorithms in multiagent environments poses problems such as nonstationarity and instability. In this paper, we first demonstrate that standard softmax-based policy gradient can be prone to poor performance in the presence of even the most benign nonstationarity. By contrast, it is known that the replicator dynamics, a well-studied model from evolutionary game theory, eliminates dominated strategies and exhibits convergence of the time-averaged trajectories to interior Nash equilibria in zero-sum games. Thus, using the replicator dynamics as a foundation, we derive an elegant one-line change to policy gradient methods that simply bypasses the gradient step through the softmax, yielding a new algorithm titled Neural Replicator Dynamics (NeuRD). NeuRD reduces to the exponential weights/Hedge algorithm in the single-state all-actions case. Additionally, NeuRD has formal equivalence to softmax counterfactual regret minimization, which guarantees convergence in the sequential tabular case. Importantly, our algorithm provides a straightforward way of extending the replicator dynamics to the function approximation setting. Empirical results show that NeuRD quickly adapts to nonstationarities, outperforming policy gradient significantly in both tabular and function approximation settings, when evaluated on the standard imperfect information benchmarks of Kuhn Poker, Leduc Poker, and Goofspiel.

26.7AIMar 13, 2019
Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent

Edward Lockhart, Marc Lanctot, Julien Pérolat et al.

In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms.

31.2AIMar 2, 2019
Autocurricula and the Emergence of Innovation from Social Interaction: A Manifesto for Multi-Agent Intelligence Research

Joel Z. Leibo, Edward Hughes, Marc Lanctot et al.

Evolution has produced a multi-scale mosaic of interacting adaptive units. Innovations arise when perturbations push parts of the system away from stable equilibria into new regimes where previously well-adapted solutions no longer work. Here we explore the hypothesis that multi-agent systems sometimes display intrinsic dynamics arising from competition and cooperation that provide a naturally emergent curriculum, which we term an autocurriculum. The solution of one social task often begets new social tasks, continually generating novel challenges, and thereby promoting innovation. Under certain conditions these challenges may become increasingly complex over time, demanding that agents accumulate ever more innovations.

24.4LGOct 21, 2018Code
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments

Sriram Srinivasan, Marc Lanctot, Vinicius Zambaldi et al.

Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero sum games, without any domain-specific state space reductions.

19.3GTSep 9, 2018
Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games using Baselines

Martin Schmid, Neil Burch, Marc Lanctot et al.

Learning strategies for imperfect information games from samples of interaction is a challenging problem. A common method for this setting, Monte Carlo Counterfactual Regret Minimization (MCCFR), can have slow long-term convergence rates due to high variance. In this paper, we introduce a variance reduction technique (VR-MCCFR) that applies to any sampling variant of MCCFR. Using this technique, per-iteration estimated values and updates are reformulated as a function of sampled values and state-action baselines, similar to their use in policy gradient reinforcement learning. The new formulation allows estimates to be bootstrapped from other estimates within the same episode, propagating the benefits of baselines along the sampled trajectory; the estimates remain unbiased even when bootstrapping from other estimates. Finally, we show that given a perfect baseline, the variance of the value estimates can be reduced to zero. Experimental evaluation shows that VR-MCCFR brings an order of magnitude speedup, while the empirical variance decreases by three orders of magnitude. The decreased variance allows for the first time CFR+ to be used with sampling, increasing the speedup to two orders of magnitude.

36.7AIApr 11, 2018
Emergent Communication through Negotiation

Kris Cao, Angeliki Lazaridou, Marc Lanctot et al.

Multi-agent reinforcement learning offers a way to study how communication could emerge in communities of agents needing to solve specific problems. In this paper, we study the emergence of communication in the negotiation environment, a semi-cooperative model of agent interaction. We introduce two communication protocols -- one grounded in the semantics of the game, and one which is \textit{a priori} ungrounded and is a form of cheap talk. We show that self-interested agents can use the pre-grounded communication channel to negotiate fairly, but are unable to effectively use the ungrounded channel. However, prosocial agents do learn to use cheap talk to find an optimal negotiating strategy, suggesting that cooperation is necessary for language to emerge. We also study communication behaviour in a setting where one agent interacts with agents in a community with different levels of prosociality and show how agent identifiability can aid negotiation.

57.2AIDec 5, 2017
Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

David Silver, Thomas Hubert, Julian Schrittwieser et al.

The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.

45.5AINov 2, 2017Code
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning

Marc Lanctot, Vinicius Zambaldi, Audrunas Gruslys et al.

To achieve general intelligence, agents must learn how to interact with others in a shared environment: this is the challenge of multiagent reinforcement learning (MARL). The simplest form is independent reinforcement learning (InRL), where each agent treats its experience as part of its (non-stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe an algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game-theoretic analysis to compute meta-strategies for policy selection. The algorithm generalizes previous ones such as InRL, iterated best response, double oracle, and fictitious play. Then, we present a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in two partially observable settings: gridworld coordination games and poker.

48.9AIApr 12, 2017
Deep Q-learning from Demonstrations

Todd Hester, Matej Vecerik, Olivier Pietquin et al.

Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.

40.0MAFeb 10, 2017
Multi-agent Reinforcement Learning in Sequential Social Dilemmas

Joel Z. Leibo, Vinicius Zambaldi, Marc Lanctot et al.

Matrix games like Prisoner's Dilemma have guided research on social dilemmas for decades. However, they necessarily treat the choice to cooperate or defect as an atomic action. In real-world social dilemmas these choices are temporally extended. Cooperativeness is a property that applies to policies, not elementary actions. We introduce sequential social dilemmas that share the mixed incentive structure of matrix game social dilemmas but also require agents to learn policies that implement their strategic intentions. We analyze the dynamics of policies learned by multiple self-interested independent learning agents, each using its own deep Q-network, on two Markov games we introduce here: 1. a fruit Gathering game and 2. a Wolfpack hunting game. We characterize how learned behavior in each domain changes as a function of environmental factors including resource abundance. Our experiments show how conflict can emerge from competition over shared resources and shed light on how the sequential nature of real world social dilemmas affects cooperation.

30.2NEJun 10, 2016
Memory-Efficient Backpropagation Through Time

Audrūnas Gruslys, Remi Munos, Ivo Danihelka et al.

We propose a novel approach to reduce memory consumption of the backpropagation through time (BPTT) algorithm when training recurrent neural networks (RNNs). Our approach uses dynamic programming to balance a trade-off between caching of intermediate results and recomputation. The algorithm is capable of tightly fitting within almost any user-set memory budget while finding an optimal execution policy minimizing the computational cost. Computational devices have limited memory capacity and maximizing a computational performance given a fixed memory budget is a practical use-case. We provide asymptotic computational upper bounds for various regimes. The algorithm is particularly effective for long sequences. For sequences of length 1000, our algorithm saves 95\% of memory usage while using only one third more time per iteration than the standard BPTT.

23.3NEJun 8, 2016
Convolution by Evolution: Differentiable Pattern Producing Networks

Chrisantha Fernando, Dylan Banarse, Malcolm Reynolds et al.

In this work we introduce a differentiable version of the Compositional Pattern Producing Network, called the DPPN. Unlike a standard CPPN, the topology of a DPPN is evolved but the weights are learned. A Lamarckian algorithm, that combines evolution and learning, produces DPPNs to reconstruct an image. Our main result is that DPPNs can be evolved/trained to compress the weights of a denoising autoencoder from 157684 to roughly 200 parameters, while achieving a reconstruction accuracy comparable to a fully connected network with more than two orders of magnitude more parameters. The regularization ability of the DPPN allows it to rediscover (approximate) convolutional network architectures embedded within a fully connected architecture. Such convolutional architectures are the current state of the art for many computer vision applications, so it is satisfying that DPPNs are capable of discovering this structure rather than having to build it in by design. DPPNs exhibit better generalization when tested on the Omniglot dataset after being trained on MNIST, than directly encoded fully connected autoencoders. DPPNs are therefore a new framework for integrating learning and evolution.

52.8LGNov 20, 2015
Dueling Network Architectures for Deep Reinforcement Learning

Ziyu Wang, Tom Schaul, Matteo Hessel et al.

In recent years there have been many successes of using deep representations in reinforcement learning. Still, many of these applications use conventional architectures, such as convolutional networks, LSTMs, or auto-encoders. In this paper, we present a new neural network architecture for model-free reinforcement learning. Our dueling network represents two separate estimators: one for the state value function and one for the state-dependent action advantage function. The main benefit of this factoring is to generalize learning across actions without imposing any change to the underlying reinforcement learning algorithm. Our results show that this architecture leads to better policy evaluation in the presence of many similar-valued actions. Moreover, the dueling architecture enables our RL agent to outperform the state-of-the-art on the Atari 2600 domain.

20.0AIJun 2, 2014
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups

Marc Lanctot, Mark H. M. Winands, Tom Pepels et al.

Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-beta search in games where good heuristic evaluations are difficult to obtain. In recent years, combining ideas from traditional minimax search in MCTS has been shown to be advantageous in some domains, such as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new way to use heuristic evaluations to guide the MCTS search by storing the two sources of information, estimated win rates and heuristic evaluations, separately. Rather than using the heuristic evaluations to replace the playouts, our technique backs them up implicitly during the MCTS simulations. These minimax values are then used to guide future simulations. We show that using implicit minimax backups leads to stronger play performance in Kalah, Breakthrough, and Lines of Action.

12.2GTMay 3, 2012
No-Regret Learning in Extensive-Form Games with Imperfect Recall

Marc Lanctot, Richard Gibson, Neil Burch et al.

Counterfactual Regret Minimization (CFR) is an efficient no-regret learning algorithm for decision problems modeled as extensive games. CFR's regret bounds depend on the requirement of perfect recall: players always remember information that was revealed to them and the order in which it was revealed. In games without perfect recall, however, CFR's guarantees do not apply. In this paper, we present the first regret bound for CFR when applied to a general class of games with imperfect recall. In addition, we show that CFR applied to any abstraction belonging to our general class results in a regret bound not just for the abstract game, but for the full game as well. We verify our theory and show how imperfect recall can be used to trade a small increase in regret for a significant reduction in memory in three domains: die-roll poker, phantom tic-tac-toe, and Bluff.