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AAAI 2007

A New Algorithm for Generating Equilibria in Massive Zero-Sum Games

Conference Paper Multiagents Artificial Intelligence

Abstract

In normal scenarios, computer scientists often consider the number of states in a game to capture the difficulty of learning an equilibrium. However, players do not see games in the same light: most consider Go or Chess to be more complex than Monopoly. In this paper, we discuss a new measure of game complexity that links existing state-of-the-art algorithms for computing approximate equilibria to a more human measure. In particular, we consider the range of skill in a game, i. e. how many different skill levels exist. We then modify existing techniques to design a new algorithm to compute approximate equilibria whose performance can be captured by this new measure. We use it to develop the first near Nash equilibrium for a four round abstraction of poker, and show that it would have been able to win handily the bankroll competition from last year’s AAAI poker competition.

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Context

Venue
AAAI Conference on Artificial Intelligence
Archive span
1980-2026
Indexed papers
28718
Paper id
965041956188000789
v2026.09.13