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Marc Lanctot

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51 papers
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51

AAMAS Conference 2026 Conference Paper

Active Evaluation of General Agents: Problem Definition and Comparison of Baseline Algorithms

  • Marc Lanctot
  • Kate Larson
  • Ian Gemp
  • Michael Kaisers

As intelligent agents become more generally-capable, i. e. , able to master a wide variety of tasks, the complexity and cost of properly evaluating them rises significantly. Tasks that assess specific capabilities of the agents can be correlated and stochastic, requiring many samples for accurate comparisons, leading to added costs. In this paper, we propose a formal definition and a conceptual framework for active evaluation of agents across multiple tasks, which assesses the performance of ranking algorithms as a function of number of evaluation data samples. Rather than curating, filtering, or compressing existing data sets as a preprocessing step, we propose an online framing: on every iteration, the ranking algorithm chooses the task and agents to sample scores from. Then, evaluation algorithms report a ranking of agents on each iteration and their performance is assessed with respect to the ground truth ranking over time. Several baselines are compared under different experimental contexts, with synthetic generated data and simulated online access to real evaluation data from Atari game-playing agents. We find that the classical Elo rating system– while it suffers from well-known failure modes, in theory– is a consistently reliable choice for efficient reduction of ranking error in practice. A recently-proposed method, Soft Condorcet Optimization, shows comparable performance to Elo on synthetic data and significantly outperformsEloonrealAtariagentevaluation. Whentaskvariation from the ground truth is high, selecting tasks based on proportional representation leads to higher rate of ranking error reduction.

AAMAS Conference 2026 Conference Paper

Code-Space Response Oracles: Generating Interpretable Multi-Agent Policies with Large Language Models

  • Daniel Hennes
  • Zun Li
  • John Schultz
  • Marc Lanctot

Policy-Space Response Oracles (PSRO) have enabled the computation of approximate Nash equilibria in complex games. However, standard implementations rely on Deep Reinforcement Learning oracles, producing "black-box" neural network policies that are opaque, difficult to verify, and sample-inefficient. We introduce Code-Space Response Oracles (CSRO), a framework that tasks a Large Language Model (LLM) to synthesize code policies. CSRO reframes best-response computation as a code generation task, producing policies as executable, human-readable Python code. We demonstrate that CSRO, particularly when augmented with evolutionary refinement (AlphaEvolve), achieves performance competitive with baselines while offering superior interpretability and leveraging the LLM’s pretraining knowledge.

IJCAI Conference 2025 Conference Paper

Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling

  • Zun Li
  • Marc Lanctot
  • Kevin R. McKee
  • Luke Marris
  • Ian Gemp
  • Daniel Hennes
  • Paul Muller
  • Kate Larson

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 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 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.

AAMAS Conference 2025 Conference Paper

Game of Thoughts: Iterative Reasoning in Game-Theoretic Domains with Large Language Models

  • Benjamin Kempinski
  • Ian Gemp
  • Kate Larson
  • Marc Lanctot
  • Yoram Bachrach
  • Tal Kachman

We explore the strategic reasoning capabilities of large language models (LLMs). We first show that naively allowing LLMs to select actions in games can lead to sub-optimal and easily exploitable strategies. To address this limitation we propose several algorithms that guide LLMs to iteratively refine their action choices by simulating game outcomes in self-play, akin to cognitive hierarchy models used to characterize human thought processes in strategic settings. Our empirical results in several prominent resource allocation and auction settings indicate that our approach produces stronger and less exploitable strategies. Hence, emulating human decision-making models can enable us to improve the reasoning capabilities of LLMs in multiagent interactions.

AAMAS Conference 2025 Conference Paper

Learning in Games with Progressive Hiding

  • Benjamin Heymann
  • Marc Lanctot

When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better understand the basic actions and their effects. Building on this intuition, this paper introduces progressive hiding, an algorithm that balances learning the basic mechanics of an imperfect information game and satisfying the information constraints. Progressive hiding is inspired by methods from stochastic multistage optimization, such as scenario decomposition and progressive hedging. We prove that it enables the adaptation of counterfactual regret minimization to games where perfect recall is not satisfied. Numerical experiments illustrate that progressive hiding produces notable improvements in several settings.

ICML Conference 2025 Conference Paper

Mastering Board Games by External and Internal Planning with Language Models

  • John Schultz
  • Jakub Adámek
  • Matej Jusup
  • Marc Lanctot
  • Michael Kaisers
  • Sarah Perrin
  • Daniel Hennes
  • Jeremy Shar

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.

ICLR Conference 2025 Conference Paper

Re-evaluating Open-ended Evaluation of Large Language Models

  • Siqi Liu 0002
  • Ian Gemp
  • Luke Marris
  • Georgios Piliouras
  • Nicolas Heess
  • Marc Lanctot

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.

AAMAS Conference 2025 Conference Paper

Soft Condorcet Optimization for Ranking of General Agents

  • Marc Lanctot
  • Kate Larson
  • Michael Kaisers
  • Quentin Berthet
  • Ian Gemp
  • Manfred Diaz
  • Roberto-Rafael Maura-Rivero
  • Yoram Bachrach

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.

AAMAS Conference 2024 Conference Paper

Approximating the Core via Iterative Coalition Sampling

  • Ian Gemp
  • Marc Lanctot
  • Luke Marris
  • Yiran Mao
  • Edgar Duéñez-Guzmán
  • Sarah Perrin
  • Andras Gyorgy
  • Romuald Elie

The core is a central solution concept in cooperative game theory, defined as the set of feasible allocations or payments such that no subset of agents has incentive to break away and form their own subgroup or coalition. However, it has long been known that the core (and approximations, such as the least-core) are hard to compute. This limits our ability to analyze cooperative games in general, and to fully embrace cooperative game theory contributions in domains such as explainable AI (XAI), where the core can complement the Shapley values to identify influential features or instances supporting predictions by black-box models. We propose novel iterative algorithms for computing variants of the core, which avoid the computational bottleneck of many other approaches; namely solving large linear programs. As such, they scale better to very large problems as we demonstrate across different classes of cooperative games, including weighted voting games, induced subgraph games, and marginal contribution networks. We also explore our algorithms in the context of XAI, providing further evidence of the power of the core for such applications. This work is licensed under a Creative Commons Attribution International 4. 0 License. Proc. of the 23rd International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2024), N. Alechina, V. Dignum, M. Dastani, J. S. Sichman (eds.), May 6 – 10, 2024, Auckland, New Zealand. © 2024 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org).

AAAI Conference 2024 Conference Paper

Learning Not to Regret

  • David Sychrovský
  • Michal Šustr
  • Elnaz Davoodi
  • Michael Bowling
  • Marc Lanctot
  • Martin Schmid

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.

AAMAS Conference 2024 Conference Paper

Neural Population Learning beyond Symmetric Zero-Sum Games

  • Siqi Liu
  • Luke Marris
  • Marc Lanctot
  • Georgios Piliouras
  • Joel Z. Leibo
  • Nicolas Heess

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.

ICLR Conference 2023 Conference Paper

A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games

  • Samuel Sokota
  • Ryan D'Orazio
  • J. Zico Kolter
  • Nicolas Loizou
  • Marc Lanctot
  • Ioannis Mitliagkas
  • Noam Brown
  • Christian Kroer

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.

ICLR Conference 2023 Conference Paper

ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret

  • Stephen Marcus McAleer
  • Gabriele Farina
  • Marc Lanctot
  • Tuomas Sandholm

Recent techniques for approximating Nash equilibria in very large games leverage neural networks to learn approximately optimal policies (strategies). One promis- ing 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.

TMLR Journal 2023 Journal Article

Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning

  • Marc Lanctot
  • John Schultz
  • Neil Burch
  • Max Olan Smith
  • Daniel Hennes
  • Thomas Anthony
  • Julien Perolat

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.

AAMAS Conference 2023 Conference Paper

Search-Improved Game-Theoretic Multiagent Reinforcement Learning in General and Negotiation Games

  • Zun Li
  • Marc Lanctot
  • Kevin R. McKee
  • Luke Marris
  • Ian Gemp
  • Daniel Hennes
  • Kate Larson
  • Yoram Bachrach

Multiagent reinforcement learning (MARL) has benefited significantly from population-based and game-theoretic training regimes. One approach, Policy-Space Response Oracles (PSRO), employs standard reinforcement learning to compute response policies via approximate best responses and combines them via meta-strategy selection. We augment PSRO by adding a novel search procedure with generative sampling of world states, and introduce two new meta-strategy solvers based on the Nash bargaining solution. We evaluate PSRO’s ability to compute approximate Nash equilibrium, and its performance in negotiation games: Colored Trails and Dealor-no-Deal. We conduct behavioral studies where human participants negotiate with our agents (𝑁 = 346). 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 negotiating with humans as humans trading among themselves.

IJCAI Conference 2022 Conference Paper

Approximate Exploitability: Learning a Best Response

  • Finbarr Timbers
  • Nolan Bard
  • Edward Lockhart
  • Marc Lanctot
  • Martin Schmid
  • Neil Burch
  • Julian Schrittwieser
  • Thomas Hubert

Researchers have shown that neural networks are vulnerable to adversarial examples and subtle environment changes. The resulting errors can look like blunders to humans, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. Such evaluation typically fails to evaluate robustness to worst-case outcomes. Computer poker research has examined how to assess such worst-case performance. Unfortunately, exact computation is infeasible with larger domains, and existing approximations are poker-specific. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, approximating worst-case performance. We demonstrate the technique in several games against a variety of agents, including several AlphaZero-based agents. Supplementary material is available at https: //arxiv. org/abs/2004. 09677.

AAMAS Conference 2022 Conference Paper

Sample-based Approximation of Nash in Large Many-Player Games via Gradient Descent

  • Ian Gemp
  • Rahul Savani
  • Marc Lanctot
  • Yoram Bachrach
  • Thomas Anthony
  • Richard Everett
  • Andrea Tacchetti
  • Tom Eccles

Nash equilibrium is a central concept in game theory. Several Nash solvers exist, yet none scale to normal-form games with many actions and many players, especially those with payoff tensors too big to be stored in memory. In this work, we propose an approach that iteratively improves an approximation to a Nash equilibrium through joint play. It accomplishes this by tracing a previously established homotopy that defines a continuum of equilibria for the game regularized with decaying levels of entropy. This continuum asymptotically approaches the limiting logit equilibrium, proven by McKelvey and Palfrey (1995) to be unique in almost all games, thereby partially circumventing the well-known equilibrium selection problem of many-player games. To encourage iterates to remain near this path, we efficiently minimize average deviation incentive via stochastic gradient descent, intelligently sampling entries in the payoff tensor as needed. Monte Carlo estimates of the stochastic gradient from joint play are biased due to the appearance of a nonlinear max operator in the objective, so we introduce additional innovations to the algorithm to alleviate gradient bias. The descent process can also be viewed as repeatedly constructing and reacting to a polymatrix approximation to the game. In these ways, our proposed approach, average deviation incentive descent with adaptive sampling (ADIDAS), is most similar to three classical approaches, namely homotopy-type, Lyapunov, and iterative polymatrix solvers. The lack of local convergence guarantees for biased gradient descent prevents guaranteed convergence to Nash, however, we demonstrate through extensive experiments the ability of this approach to approximate a unique Nash equilibrium in normal-form games with as many as seven players and twenty one actions (several billion outcomes) that are orders of magnitude larger than those possible with prior algorithms. Proc. of the 21st International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2022), P. Faliszewski, V. Mascardi, C. Pelachaud, M. E. Taylor (eds.), May 9–13, 2022, Online. © 2022 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org). All rights reserved.

ICML Conference 2022 Conference Paper

Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum Games

  • Siqi Liu 0002
  • Marc Lanctot
  • Luke Marris
  • Nicolas Heess

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.

NeurIPS Conference 2021 Conference Paper

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.

ICML Conference 2021 Conference Paper

Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games

  • Dustin Morrill
  • Ryan D'Orazio
  • Marc Lanctot
  • James R. Wright
  • Michael H. Bowling
  • Amy Greenwald

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.

ICML Conference 2021 Conference Paper

From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization

  • Julien Pérolat
  • Rémi Munos
  • Jean-Baptiste Lespiau
  • Shayegan Omidshafiei
  • Mark Rowland 0001
  • Pedro A. Ortega
  • Neil Burch
  • Thomas W. Anthony 0001

In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar{é} 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).

AAAI Conference 2021 Conference Paper

Hindsight and Sequential Rationality of Correlated Play

  • Dustin Morrill
  • Ryan D'Orazio
  • Reca Sarfati
  • Marc Lanctot
  • James R Wright
  • Amy R Greenwald
  • Michael Bowling

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 equilibriumbased 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, zerosum 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.

ICML Conference 2021 Conference Paper

Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers

  • Luke Marris
  • Paul Muller
  • Marc Lanctot
  • Karl Tuyls
  • Thore Graepel

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.

AAAI Conference 2021 Conference Paper

Solving Common-Payoff Games with Approximate Policy Iteration

  • Samuel Sokota
  • Edward Lockhart
  • Finbarr Timbers
  • Elnaz Davoodi
  • Ryan D'Orazio
  • Neil Burch
  • Martin Schmid
  • Michael Bowling

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.

AAMAS Conference 2021 Conference Paper

Sound Algorithms in Imperfect Information Games

  • Michal Šustr
  • Martin Schmid
  • Matej Moravćík
  • Neil Burch
  • Marc Lanctot
  • Michael Bowling

Search has played a fundamental role in computer game research since the very beginning. And while online search has been commonly used in perfect information games such as Chess and Go, online search methods for imperfect information games have only been introduced relatively recently. This paper addresses the question of what is a sound online algorithm in an imperfect information setting of two-player zero-sum games? We argue that the fixedstrategy definitions of exploitability and epsilon-Nash equilibria are ill suited to measure the worst-case performance of an online algorithm. We thus formalize epsilon-soundness, a concept that connects the worst-case performance of an online algorithm to the performance of an epsilon-Nash equilibrium. Our definition of soundness and the consistency hierarchy finally provide appropriate tools to analyze online algorithms in repeated imperfect information games. We thus inspect some of the previous online algorithms in a new light, bringing new insights into their worst case performance guarantees.

ICLR Conference 2020 Conference Paper

A Generalized Training Approach for Multiagent Learning

  • Paul Muller
  • Shayegan Omidshafiei
  • Mark Rowland 0001
  • Karl Tuyls
  • Julien Pérolat
  • Siqi Liu 0002
  • Daniel Hennes
  • Luke Marris

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 where in 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.

ICML Conference 2020 Conference Paper

Fast computation of Nash Equilibria in Imperfect Information Games

  • Rémi Munos
  • Julien Pérolat
  • Jean-Baptiste Lespiau
  • Mark Rowland 0001
  • Bart De Vylder
  • Marc Lanctot
  • Finbarr Timbers
  • Daniel Hennes

We introduce and analyze a class of algorithms, called Mirror Ascent against an Improved Opponent (MAIO), for computing Nash equilibria in two-player zero-sum games, both in normal form and in sequential form with imperfect information. These algorithms update the policy of each player with a mirror-ascent step to maximize the value of playing against an improved opponent. An improved opponent can be a best response, a greedy policy, a policy improved by policy gradient, or by any other reinforcement learning or search techniques. We establish a convergence result of the last iterate to the set of Nash equilibria and show that the speed of convergence depends on the amount of improvement offered by these improved policies. In addition, we show that under some condition, if we use a best response as improved policy, then an exponential convergence rate is achieved.

NeurIPS Conference 2020 Conference Paper

Learning to Play No-Press Diplomacy with Best Response Policy Iteration

  • Thomas Anthony
  • Tom Eccles
  • Andrea Tacchetti
  • János Kramár
  • Ian Gemp
  • Thomas Hudson
  • Nicolas Porcel
  • Marc Lanctot

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.

AIJ Journal 2020 Journal Article

Negotiating team formation using deep reinforcement learning

  • Yoram Bachrach
  • Richard Everett
  • Edward Hughes
  • Angeliki Lazaridou
  • Joel Z. Leibo
  • Marc Lanctot
  • Michael Johanson
  • Wojciech M. Czarnecki

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.

AIJ Journal 2020 Journal Article

The Hanabi challenge: A new frontier for AI research

  • Nolan Bard
  • Jakob N. Foerster
  • Sarath Chandar
  • Neil Burch
  • Marc Lanctot
  • H. Francis Song
  • Emilio Parisotto
  • Vincent Dumoulin

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.

IJCAI Conference 2019 Conference Paper

Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent

  • Edward Lockhart
  • Marc Lanctot
  • Julien Pérolat
  • Jean-Baptiste Lespiau
  • Dustin Morrill
  • Finbarr Timbers
  • Karl Tuyls

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.

AAAI Conference 2019 Conference Paper

Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games Using Baselines

  • Martin Schmid
  • Neil Burch
  • Marc Lanctot
  • Matej Moravcik
  • Rudolf Kadlec
  • Michael Bowling

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, periteration 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.

AAMAS Conference 2018 Conference Paper

A Generalised Method for Empirical Game Theoretic Analysis

  • Karl Tuyls
  • Julien Perolat
  • Marc Lanctot
  • Joel Z. Leibo
  • Thore Graepel

This paper provides theoretical bounds for empirical game theoretical analysis of complex multi-agent interactions. We provide insights in the empirical meta game showing that a Nash equilibrium of the meta-game is an approximate Nash equilibrium of the true underlying game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the meta-game analysis methodology to asymmetric games. The state-of-the-art has only considered empirical games in which agents have access to the same strategy sets and the payoff structure is symmetric, implying that agents are interchangeable. Finally, we carry out an empirical illustration of the generalised method in several domains, illustrating the theory and evolutionary dynamics of several versions of the AlphaGo algorithm (symmetric), the dynamics of the Colonel Blotto game played by human players on Facebook (symmetric), and an example of a meta-game in Leduc Poker (asymmetric), generated by the PSRO multi-agent learning algorithm.

NeurIPS Conference 2018 Conference Paper

Actor-Critic Policy Optimization in Partially Observable Multiagent Environments

  • Sriram Srinivasan
  • Marc Lanctot
  • Vinicius Zambaldi
  • Julien Perolat
  • Karl Tuyls
  • Remi Munos
  • Michael Bowling

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.

AAAI Conference 2018 Conference Paper

Deep Q-learning From Demonstrations

  • Todd Hester
  • Matej Vecerik
  • Olivier Pietquin
  • Marc Lanctot
  • Tom Schaul
  • Bilal Piot
  • Dan Horgan
  • John Quan

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.

AAMAS Conference 2018 Conference Paper

Value-Decomposition Networks For Cooperative Multi-Agent Learning Based On Team Reward

  • Peter Sunehag
  • Guy Lever
  • Audrunas Gruslys
  • Wojciech Marian Czarnecki
  • Vinicius Zambaldi
  • Max Jaderberg
  • Marc Lanctot
  • Nicolas Sonnerat

We study the problem of cooperative multi-agent reinforcement learning with a single joint reward signal. This class of learning problems is difficult because of the often large combined action and observation spaces. In the fully centralized and decentralized approaches, we find the problem of spurious rewards and a phenomenon we call the “lazy agent” problem, which arises due to partial observability. We address these problems by training individual agents with a novel value-decomposition network architecture, which learns to decompose the team value function into agent-wise value functions.

NeurIPS Conference 2017 Conference Paper

A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning

  • Marc Lanctot
  • Vinicius Zambaldi
  • Audrunas Gruslys
  • Angeliki Lazaridou
  • Karl Tuyls
  • Julien Perolat
  • David Silver
  • Thore Graepel

There has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of 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 a meta-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 meta-algorithm generalizes previous algorithms such as InRL, iterated best response, double oracle, and fictitious play. Then, we propose a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in three partially observable settings: gridworld coordination problems, emergent language games, and poker.

AAMAS Conference 2017 Conference Paper

Multi-agent Reinforcement Learning in Sequential Social Dilemmas

  • Joel Z. Leibo
  • Vinicius Zambaldi
  • Marc Lanctot
  • Janusz Marecki
  • Thore Graepel

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 Qnetwork, 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. CCS Concepts •Computing methodologies → Multi-agent reinforcement learning; Agent / discrete models; Stochastic games;

AIJ Journal 2016 Journal Article

Algorithms for computing strategies in two-player simultaneous move games

  • Branislav Bošanský
  • Viliam Lisý
  • Marc Lanctot
  • Jiří Čermák
  • Mark H.M. Winands

Simultaneous move games model discrete, multistage interactions where at each stage players simultaneously choose their actions. At each stage, a player does not know what action the other player will take, but otherwise knows the full state of the game. This formalism has been used to express games in general game playing and can also model many discrete approximations of real-world scenarios. In this paper, we describe both novel and existing algorithms that compute strategies for the class of two-player zero-sum simultaneous move games. The algorithms include exact backward induction methods with efficient pruning, as well as Monte Carlo sampling algorithms. We evaluate the algorithms in two different settings: the offline case, where computational resources are abundant and closely approximating the optimal strategy is a priority, and the online search case, where computational resources are limited and acting quickly is necessary. We perform a thorough experimental evaluation on six substantially different games for both settings. For the exact algorithms, the results show that our pruning techniques for backward induction dramatically improve the computation time required by the previous exact algorithms. For the sampling algorithms, the results provide unique insights into their performance and identify favorable settings and domains for different sampling algorithms.

ICML Conference 2016 Conference Paper

Dueling Network Architectures for Deep Reinforcement Learning

  • Ziyu Wang 0001
  • Tom Schaul
  • Matteo Hessel
  • Hado van Hasselt
  • Marc Lanctot
  • Nando de Freitas

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.

NeurIPS Conference 2016 Conference Paper

Memory-Efficient Backpropagation Through Time

  • Audrunas Gruslys
  • Remi Munos
  • Ivo Danihelka
  • Marc Lanctot
  • Alex Graves

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.

ICML Conference 2015 Conference Paper

Fictitious Self-Play in Extensive-Form Games

  • Johannes Heinrich
  • Marc Lanctot
  • David Silver 0001

Fictitious play is a popular game-theoretic model of learning in games. However, it has received little attention in practical applications to large problems. This paper introduces two variants of fictitious play that are implemented in behavioural strategies of an extensive-form game. The first variant is a full-width process that is realization equivalent to its normal-form counterpart and therefore inherits its convergence guarantees. However, its computational requirements are linear in time and space rather than exponential. The second variant, Fictitious Self-Play, is a machine learning framework that implements fictitious play in a sample-based fashion. Experiments in imperfect-information poker games compare our approaches and demonstrate their convergence to approximate Nash equilibria.

ECAI Conference 2014 Conference Paper

Quality-based Rewards for Monte-Carlo Tree Search Simulations

  • Tom Pepels
  • Mandy J. W. Tak
  • Marc Lanctot
  • Mark H. M. Winands

Monte-Carlo Tree Search is a best-first search technique based on simulations to sample the state space of a decision-making problem. In games, positions are evaluated based on estimates obtained from rewards of numerous randomized play-outs. Generally, rewards from play-outs are discrete values representing the outcome of the game (loss, draw, or win), e. g. , r∈ {− 1, 0, 1}, which are backpropagated from expanded leaf nodes to the root node. However, a play-out may provide additional information. In this paper, we introduce new measures for assessing the a posteriori quality of a simulation. We show that altering the rewards of play-outs based on their assessed quality improves results in six distinct two-player games and in the General Game Playing agent CADIAPLAYER. We propose two specific enhancements, the Relative Bonus and Qualitative Bonus. Both are used as control variates, a variance reduction method for statistical simulation. Relative Bonus is based on the number of moves made during a simulation and Qualitative Bonus relies on a domain-dependent assessment of the game's terminal state. We show that the proposed enhancements, both separate and combined, lead to significant performance increases in the domains discussed.

NeurIPS Conference 2013 Conference Paper

Convergence of Monte Carlo Tree Search in Simultaneous Move Games

  • Viliam Lisy
  • Vojta Kovarik
  • Marc Lanctot
  • Branislav Bosansky

In this paper, we study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is $\epsilon$-Hannan consistent in a matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated and worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games.

IJCAI Conference 2013 Conference Paper

Monte Carlo *-Minimax Search

  • Marc Lanctot
  • Abdallah Saffidine
  • Joel Veness
  • Chris Archibald
  • Mark H. M. Winands

This paper introduces Monte Carlo *-Minimax Search (MCMS), a Monte Carlo search algorithm for turned-based, stochastic, two-player, zero-sum games of perfect information. The algorithm is designed for the class of densely stochastic games; that is, games where one would rarely expect to sample the same successor state multiple times at any particular chance node. Our approach combines sparse sampling techniques from MDP planning with classic pruning techniques developed for adversarial expectimax planning. We compare and contrast our algorithm to the traditional *-Minimax approaches, as well as MCTS enhanced with the Double Progressive Widening, on four games: Pig, EinStein Würfelt Nicht! , Can’t Stop, and Ra. Our results show that MCMS can be competitive with enhanced MCTS variants in some domains, while consistently outperforming the equivalent classic approaches given the same amount of thinking time.

NeurIPS Conference 2012 Conference Paper

Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions

  • Neil Burch
  • Marc Lanctot
  • Duane Szafron
  • Richard Gibson

Counterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing strategies in extensive-form games. The Monte Carlo CFR (MCCFR) variants reduce the per iteration time cost of CFR by traversing a sampled portion of the tree. The previous most effective instances of MCCFR can still be very slow in games with many player actions since they sample every action for a given player. In this paper, we present a new MCCFR algorithm, Average Strategy Sampling (AS), that samples a subset of the player's actions according to the player's average strategy. Our new algorithm is inspired by a new, tighter bound on the number of iterations required by CFR to converge to a given solution quality. In addition, we prove a similar, tighter bound for AS and other popular MCCFR variants. Finally, we validate our work by demonstrating that AS converges faster than previous MCCFR algorithms in both no-limit poker and Bluff.

AAMAS Conference 2012 Conference Paper

Efficient Nash Equilibrium Approximation through Monte Carlo Counterfactual Regret Minimization

  • Michael Johanson
  • Nolan Bard
  • Marc Lanctot
  • Richard Gibson
  • Michael Bowling

Recently, there has been considerable progress towards algorithms for approximating Nash equilibrium strategies in extensive games. One such algorithm, Counterfactual Regret Minimization (CFR), has proven to be effective in two-player, zero-sum poker domains. While the basic algorithm is iterative and performs a full game traversal on each iteration, sampling based approaches are possible. For instance, chance-sampled CFR considers just a single chance outcome per traversal, resulting in faster but less precise iterations. While more iterations are required, chance-sampled CFR requires less time overall to converge. In this work, we present new sampling techniques that consider sets of chance outcomes during each traversal to produce slower, more accurate iterations. By sampling only the public chance outcomes seen by all players, we take advantage of the imperfect information structure of the game to (i) avoid recomputation of strategy probabilities, and (ii) achieve an algorithmic speed improvement, performing O($n^2$) work at terminal nodes in O($n$) time. We demonstrate that this new CFR update converges more quickly than chance-sampled CFR in the large domains of poker and Bluff.

AAAI Conference 2012 Conference Paper

Generalized Sampling and Variance in Counterfactual Regret Minimization

  • Richard Gibson
  • Marc Lanctot
  • Neil Burch
  • Duane Szafron
  • Michael Bowling

In large extensive form games with imperfect information, Counterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing approximate Nash equilibria. While the base algorithm performs a full tree traversal on each iteration, Monte Carlo CFR (MCCFR) reduces the per iteration time cost by traversing just a sampled portion of the tree. On the other hand, MCCFR’s sampled values introduce variance, and the effects of this variance were previously unknown. In this paper, we generalize MCCFR by considering any generic estimator of the sought values. We show that any choice of an estimator can be used to probabilistically minimize regret, provided the estimator is bounded and unbiased. In addition, we relate the variance of the estimator to the convergence rate of an algorithm that calculates regret directly from the estimator. We demonstrate the application of our analysis by defining a new bounded, unbiased estimator with empirically lower variance than MCCFR estimates. Finally, we use this estimator in a new sampling algorithm to compute approximate equilibria in Goofspiel, Bluff, and Texas hold’em poker. Under each of our selected sampling schemes, our new algorithm converges faster than MCCFR.

NeurIPS Conference 2011 Conference Paper

Variance Reduction in Monte-Carlo Tree Search

  • Joel Veness
  • Marc Lanctot
  • Michael Bowling

Monte-Carlo Tree Search (MCTS) has proven to be a powerful, generic planning technique for decision-making in single-agent and adversarial environments. The stochastic nature of the Monte-Carlo simulations introduces errors in the value estimates, both in terms of bias and variance. Whilst reducing bias (typically through the addition of domain knowledge) has been studied in the MCTS literature, comparatively little effort has focused on reducing variance. This is somewhat surprising, since variance reduction techniques are a well-studied area in classical statistics. In this paper, we examine the application of some standard techniques for variance reduction in MCTS, including common random numbers, antithetic variates and control variates. We demonstrate how these techniques can be applied to MCTS and explore their efficacy on three different stochastic, single-agent settings: Pig, Can't Stop and Dominion.

NeurIPS Conference 2009 Conference Paper

Monte Carlo Sampling for Regret Minimization in Extensive Games

  • Marc Lanctot
  • Kevin Waugh
  • Martin Zinkevich
  • Michael Bowling

Sequential decision-making with multiple agents and imperfect information is commonly modeled as an extensive game. One efficient method for computing Nash equilibria in large, zero-sum, imperfect information games is counterfactual regret minimization (CFR). In the domain of poker, CFR has proven effective, particularly when using a domain-specific augmentation involving chance outcome sampling. In this paper, we describe a general family of domain independent CFR sample-based algorithms called Monte Carlo counterfactual regret minimization (MCCFR) of which the original and poker-specific versions are special cases. We start by showing that MCCFR performs the same regret updates as CFR on expectation. Then, we introduce two sampling schemes: {\it outcome sampling} and {\it external sampling}, showing that both have bounded overall regret with high probability. Thus, they can compute an approximate equilibrium using self-play. Finally, we prove a new tighter bound on the regret for the original CFR algorithm and relate this new bound to MCCFRs bounds. We show empirically that, although the sample-based algorithms require more iterations, their lower cost per iteration can lead to dramatically faster convergence in various games.

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