AAAI2021
Finding and Certifying (Near-)Optimal Strategies in Black-Box Extensive-Form Games
Brian Hu Zhang, Tuomas Sandholm
被引用 15 次
摘要
Often-for example in war games, strategy video games, and financial simulations-the game is given to us only as a black-box simulator in which we can play it. In these settings, since the game may have unknown nature action distributions (from which we can only obtain samples) and/or be too large to expand fully, it can be difficult to compute strategies with guarantees on exploitability. Recent work (Zhang and Sandholm 2020) resulted in a notion of certificate for extensive-form games that allows exploitability guarantees while not expanding the full game tree. However, that work assumed that the black box could sample or expand arbitrary nodes of the game tree at any time, and that a series of exact game solves (via, for example, linear programming) can be conducted to compute the certificate. Each of those two assumptions severely restricts the practical applicability of that method. In this work, we relax both of the assumptions. We show that high-probability certificates can be obtained with a black box that can do nothing more than play through games, using only a regret minimizer as a subroutine. As a bonus, we obtain an equilibrium-finding algorithm with Õ(1/ √ T ) convergence rate in the extensive-form game setting that does not rely on a sampling strategy with lower-bounded reach probabilities (which MCCFR assumes). We demonstrate experimentally that, in the black-box setting, our methods are able to provide nontrivial exploitability guarantees while expanding only a small fraction of the game tree. Introduction Computational equilibrium finding has led to many recent breakthroughs in AI in games such as poker (Bowling et al. 2015; Brown and Sandholm 2017; Moravčík et al. 2017; Brown and Sandholm 2019b) where the game is fully known. However, in many applications, the game is not fully known; instead, it is given only via a simulator that permits an algorithm to play through the game repeatedly (e.g., Wellman 2006; Lanctot et al. 2017; Tuyls et al. 2018; Areyan Viqueira, Cousins, and Greenwald 2020) . The algorithm may never know the game exactly. While deep reinforcement learning has yielded strong practical results in this