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Nolan Bard

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

7 papers
1 author row

Possible papers

7

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.

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.

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

Finding Optimal Abstract Strategies in Extensive-Form Games

  • Michael Johanson
  • Nolan Bard
  • Neil Burch
  • Michael Bowling

Extensive-form games are a powerful model for representing interactions between agents. Nash equilibrium strategies are a common solution concept for extensive-form games and, in two-player zero-sum games, there are efficient algorithms for calculating such strategies. In large games, this computation may require too much memory and time to be tractable. A standard approach in such cases is to apply a lossy state-space abstraction technique to produce a smaller abstract game that can be tractably solved, while hoping that the resulting abstract game equilibrium is close to an equilibrium strategy in the unabstracted game. Recent work has shown that this assumption is unreliable, and an arbitrary Nash equilibrium in the abstract game is unlikely to be even near the least suboptimal strategy that can be represented in that space. In this work, we present for the first time an algorithm which ef- ficiently finds optimal abstract strategies — strategies with minimal exploitability in the unabstracted game. We use this technique to find the least exploitable strategy ever reported for two-player limit Texas hold’em.

NeurIPS Conference 2009 Conference Paper

Strategy Grafting in Extensive Games

  • Kevin Waugh
  • Nolan Bard
  • Michael Bowling

Extensive games are often used to model the interactions of multiple agents within an environment. Much recent work has focused on increasing the size of an extensive game that can be feasibly solved. Despite these improvements, many interesting games are still too large for such techniques. A common approach for computing strategies in these large games is to first employ an abstraction technique to reduce the original game to an abstract game that is of a manageable size. This abstract game is then solved and the resulting strategy is used in the original game. Most top programs in recent AAAI Computer Poker Competitions use this approach. The trend in this competition has been that strategies found in larger abstract games tend to beat strategies found in smaller abstract games. These larger abstract games have more expressive strategy spaces and therefore contain better strategies. In this paper we present a new method for computing strategies in large games. This method allows us to compute more expressive strategies without increasing the size of abstract games that we are required to solve. We demonstrate the power of the approach experimentally in both small and large games, while also providing a theoretical justification for the resulting improvement.

AAAI Conference 2007 Conference Paper

Particle Filtering for Dynamic Agent Modelling in Simplified Poker

  • Nolan Bard

Agent modelling is a challenging problem in many modern artificial intelligence applications. The agent modelling task is especially difficult when handling stochastic choices, deliberately hidden information, dynamic agents, and the need for fast learning. State estimation techniques, such as Kalman filtering and particle filtering, have addressed many of these challenges, but have received little attention in the agent modelling literature. This paper looks at the use of particle filtering for modelling a dynamic opponent in Kuhn poker, a simplified version of Texas Hold’em poker. We demonstrate effective modelling both against static opponents as well as dynamic opponents, when the dynamics are known. We then examine an application of Rao-Blackwellized particle filtering for doing dual estimation, inferring both the opponent’s state as well as a model of its dynamics. Finally, we examine the robustness of the approach to incorrect beliefs about the opponent and compare it to previous work on opponent modelling in Kuhn poker.

AAAI Conference 2006 Conference Paper

Optimal Unbiased Estimators for Evaluating Agent Performance

  • Martin Zinkevich
  • Nolan Bard

Evaluating the performance of an agent or group of agents can be, by itself, a very challenging problem. The stochastic nature of the environment plus the stochastic nature of agents’ decisions can result in estimates with intractably large variances. This paper examines the problem of finding low variance estimates of agent performance. In particular, we assume that some agent-environment dynamics are known, such as the random outcome of drawing a card or rolling a die. Other dynamics are unknown, such as the reasoning of a human or other black-box agent. Using the known dynamics, we describe the complete set of all unbiased estimators, that is, for any possible unknown dynamics the estimate’s expectation is always the agent’s expected utility. Then, given a belief about the unknown dynamics, we identify the unbiased estimator with minimum variance. If the belief is correct our estimate is optimal, and if the belief is wrong it is at least unbiased. Finally, we apply our unbiased estimator to the game of poker, demonstrating dramatically reduced variance and faster evaluation.

v2026.09.13