Poker is solved using a very large game tree, just as with the other games. The structure of the tree is modified to support the notion of hidden state, but beyond that it is essentially the same as the other games. The structure for representing hidden nodes was developed in the 1950s by Von Neumann. Most of the algorithmic innovations related to how to update the game tree.
My guess is that the primary innovation for the Libratus strategy was that of scale.
It's also important to keep in mind that the best AI can still lose, and the worst AI can still win (and everything in between). Poker involves randomness, obviously whereas chess/go/etc does not.
That's wrong. Even when you're holding a good hand, your opponent could hold a better one and reading them is a key element of poker. The opponent's hand is an important variable to decide whether you hold the winning hand or not.
If you look at the experiment in detail, you'll find that it was set up in the AI's favor.
>When a hand was all-in before the river no more cards were dealt and each player received his equity in chips.
While all that is less important when you can avoid all-in situations, the main statement -that the other player's behavior is irrelevant- is still wrong.
Could you elaborate on this ?
As expected, the AI is good at making technically correct decisions and "draining money" from a table by playing hands with sufficient data almost perfectly.
However, in decisive all-in situations with little information available, it supposedly wouldn't do so well, regardless of all the learning, but that's what it often comes down to.
>Nash Equilibrium is a strategy which ensures that the player who is using it will, at the very least, not fare worse than a player using any other strategy.
How do you make this work for situations that can cost you the game in one hand, with little information available? Without observing the opponent's behavior you can't, and for the AI that means it can be forced into making bad calls by playing aggressively, unless the game mode allows for avoiding such decisions, which was the case in this test.
Even limit poker is too large to solve directly. In 2015, limit poker was essentially solved with a new technique in game theory that allowed them to find a simplified model.
http://spectrum.ieee.org/automaton/robotics/artificial-intel...
Heuristics make analysis practical, and well chosen ones make the difference. This isn't to minimize the accomplishment, but rather to say it has strong similarities to other AI games.
You mean Libratus' strategy used a very large game tree. That is not the only strategy. Take a look at research from the University of Alberta [0]. Also, I'm not certain Libratus' strategy can be simplified to "very large game tree" as I haven't seen the paper, yet.
While finding a Nash equilibrium means no other player can beat you, it doesn't mean you're going to make the most money in a big ring game. A different strategy might lose money to an equilibrium player, but exploit a different, weak player so much that it's worth the loss.
This happens because some entrants aren't 100% random, and the worse of them can be exploited by the better of them. What happens is that the results involving any random AI essentially degenerate into noise, while the tournament is really contested between the nonrandom entrants and will be won by the one of them with the best strategy.
Put another way: to win or place highly in a tournament, you don't just want expected win-rate, you want variance. If there is no difference in reward between a 50% win-rate versus a 10% win-rate (both are far out of the money), but there is a big difference between a 50% win-rate and a 90% win-rate (the latter wins the tournament), you will seek the 90% at the cost of potentially ending up at 10%.
The 33%-each Nash Equilibrium is the mixed strategy Nash Equilibrium of the micro game (i.e. a single round of RPS, averaged over all possible randomizations).
This is in no way the Nash strategy of the tournament game, which is "win the tournament given a pool of unknown participants and a set of rules for whom you face when". You have to add additional assumptions (e.g. that everyone else is going to play the uniform random strategy) in order for uniform random to be the Nash strategy for the tournament game.
If the pool includes players who deviate from the single-round nash equilibrium strategy, there is opportunity to exploit them (and in doing so, open yourself to possible exploitation). This is why pure random play can often perform very poorly at the tournament game.
Isn't that literally what a Nash Equilibrium is though? It's my understanding that if there is players playing exploitably in the game then it cannot (by definition) be a Nash Equilibrium, so the Nash strategy may no longer be the optimal or maximally exploitative one.
Not as much "quite poorly" but more specifically, they will provably land at exactly the median position in the ranking (let's assume there's only one pure random bot in the tournament, no reason to have more than one, but the argument also works with multiple).
While it's impossible to win more than 50% of the time from a pure random RPS bot, it's also impossible to lose more than 50% of the time.
So all the other AIs will on average score exactly 50% against the random RPS bot. Whether they end up in the final ranking above or below this median line depends on how well they do against each other.