ion-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker Andrew Gilpin and Tuomas Sandholm Computer Science Dep...
Abstract- Monte Carlo simulations have been successfully used in classic turn–based games such as backgammon, bridge, poker, and Scrabble. In this paper, we apply the ideas to th...
Abstract— Many games require opponent modelling for optimal performance. The implicit learning and adaptive nature of evolutionary computation techniques offer a natural way to d...
We develop an algorithm for opponent modeling in large extensive-form games of imperfect information. It works by observing the opponent’s action frequencies and building an opp...
Interactions among agents can be conveniently described by game trees. In order to analyze a game, it is important to derive optimal (or equilibrium) strategies for the di erent p...
Daphne Koller, Nimrod Megiddo, Bernhard von Stenge...