LGFeb 1, 2019Code
The Hanabi Challenge: A New Frontier for AI ResearchNolan 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.
LGOct 4, 2025
Neural Bayesian FilteringChristopher Solinas, Radovan Haluska, David Sychrovsky et al.
We present Neural Bayesian Filtering (NBF), an algorithm for maintaining distributions over hidden states, called beliefs, in partially observable systems. NBF is trained to find a good latent representation of the beliefs induced by a task. It maps beliefs to fixed-length embedding vectors, which condition generative models for sampling. During filtering, particle-style updates compute posteriors in this embedding space using incoming observations and the environment's dynamics. NBF combines the computational efficiency of classical filters with the expressiveness of deep generative models - tracking rapidly shifting, multimodal beliefs while mitigating the risk of particle impoverishment. We validate NBF in state estimation tasks in three partially observable environments.
AIDec 6, 2021
Student of Games: A unified learning algorithm for both perfect and imperfect information gamesMartin 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.
AINov 28, 2020
Human-Agent Cooperation in Bridge BiddingEdward Lockhart, Neil Burch, Nolan Bard et al.
We introduce a human-compatible reinforcement-learning approach to a cooperative game, making use of a third-party hand-coded human-compatible bot to generate initial training data and to perform initial evaluation. Our learning approach consists of imitation learning, search, and policy iteration. Our trained agents achieve a new state-of-the-art for bridge bidding in three settings: an agent playing in partnership with a copy of itself; an agent partnering a pre-existing bot; and an agent partnering a human player.
LGApr 20, 2020
Approximate exploitability: Learning a best response in large gamesFinbarr 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.
AIJan 6, 2017
DeepStack: Expert-Level Artificial Intelligence in No-Limit PokerMatej Moravčík, Martin Schmid, Neil Burch et al.
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect information, and a longstanding challenge problem in artificial intelligence. We introduce DeepStack, an algorithm for imperfect information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving 44,000 hands of poker, DeepStack defeated with statistical significance professional poker players in heads-up no-limit Texas hold'em. The approach is theoretically sound and is shown to produce more difficult to exploit strategies than prior approaches.