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SARTRE: System Overview A Case-Based Agent for Two-Player Texas Hold'em Jonathan Rubin & Ian Watson University of Auckland Game AI Group http://www.cs.auckland.ac.nz/research/gameai/
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Overview Introduction Texas Hold'em Approaches to Computer Poker Sartre: System Overview Results Future Work
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Texas Hold'em Two-player Limit Hold'em – Much different to full-table game Chance events Hidden Information
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Approaches to Computer Poker Near-Equilibrium Strategy Exploitative Strategy
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Near-Equilibrium Strategy Nash Equilibrium – Assumes the opponent makes no mistakes – Attempts to minimise its loses against this perfect opponent Near-Equilibrium – As game tree is too large – Plays not to lose
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Exploitative Strategy – Opponent Modelling – Attempts to punish weaknesses in the opponents strategy – Plays off the equilibrium – Plays to win
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Sartre: System Overview Similarity Assessment Reasoning for Texas hold'em via Recall of Experience Our entry for the 2009 Computer Poker Competition Case-base was constructed from past CPC games
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Sartre: System Overview Hand picked by authors Case Features – Previous betting for the hand – Hand Category – Board Category
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1. Previous betting for the hand Currently represented as a string – f = fold – c = check/call – r = bet/raise Examples – r – rrc-r – rc-crrc-rc-cr
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1. Previous betting for the hand
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2. Hand Category Rule-based System
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2. Hand Category Two components – Hand Category – Hand Potential Examples – Missed – One-Pair, Two-Pair, Three-of-a-kind – Flush-draw, Straight-draw
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3. Board Category Captures information about potential – Flush Draws or, – Straight Draws Information that is likely to be noticed by an good player
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3. Board Category Flush Highly Possible
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3. Board Category Straight Possible
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Similarity Currently either all or nothing – If a collection of cards maps to the same category they are assigned a similarity of 1.0, otherwise 0.
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Case Overview Case Features – 1. Previous betting for the hand – 2. Hand Category – 3. Board Category Solution – f, c, r Outcome – +/- value – + Profit – - Loss
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Case Overview Solution + Outcome – Recorded from equilibrium approaching bots from previous AAAI Computer Poker Competition Separate case-bases for preflop, flop, turn & river Approx. 250,000 cases in each case-base.
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Decision Making Retrieved cases can have different decisions Three different versions – 1. Probability Triple – 2. Majority rules – 3. Outcome-based
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Decision Making Probability Triple – Proportion of times that the solution indicated to fold, call or raise – (f, c, r) Majority Rules – Decision made the most is reused Outcome-Based – Dependant on adjusted average outcome values for each decision – If a call or raise decision was never made, it's outcome is unknown and is given a value of +infinity
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Duplicate Matches Experimental results derived using duplicate matches – Play N poker hands – Reset each players memory – Reverse the position of each player and deal the same N hands Forward + Reverse Directions Reduces variance
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Self-Play Experiments Small bets per hand (sb/h) – Assuming a $10/$20 game Sartre-Probability Vs. Sartre-Outcome – Sartre-Probability wins 0.168 sb/h – On average $1.68 profit per hand Sartre-Probability Vs. Sartre-Majority – Sartre-Majority wins 0.039 sb/h – On average $0.39 per hand
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Self-Play Experiments Chose Sartre – Majority Rules. Results not transitive Makes Sartre more predictable and hence more exploitable by strong opposition
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2009 Computer Poker Competition Results Duplicate match structure – 3000 hands in forward & reverse direction Multiple matches against each opponent until statistical significance obtained Sartre placed 7 th out of 13 entrants in limit competition
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2009 Computer Poker Competition Results 1MANZANA-0.038 2GGValuta-0.043 3 HyperboreanLimit- Eqm -0.051 4 HyperboreanLimit- BR -0.023 5Rockhopper-0.033 6Slumbot-0.012 7Sartre 8GS5-0.007 9AoBot0.131 10LIDIA0.145 11dcurbhu0.217 12GS5Dynamic0.119 13tommybot0.765 Total0.097
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2009 Computer Poker Competition Results Overall profit of +0.097 sb/h Assuming a $10/$20 game – $0.97 per hand profit
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Future Work Investigate loosening of all-or-nothing similarity CBR and adaptive poker agents – Opponent modelling – Learning Better solution adaptation – Combination of decision + outcome
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The End!
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