Research map / Learning theory and algorithms / Submodular and game algorithms
ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Estimate regret directly with the history value function and omit importance sampling | ESCHER · Phantom Tic-Tac-Toe, Dark Hex 4, Dark Hex 5 | regret estimator variance: ESCHER: (2.6 ± 0.1) × 10^{-1}, (1.8 ± 0.1) × 10^{-1}, (1.3 ± 0.1) × 10^{-1}; DREAM: (4.6 ± 1.0) × 10^{7}, (2.8 ± 2.0) × | Helped |
| Add a bootstrapped history-value baseline (ablation) | ESCHER · Dark Hex 4 | regret estimator variance: (1.8 ± 0.1) × 10^{-1} -> (1.3 ± 0.9) × 10^{2} | Hurt |
| Add reach weighting (ablation) | ESCHER · Dark Hex 5 | regret estimator variance: (1.3 ± 0.1) × 10^{-1} -> (2.0 ± 0.6) × 10^{5} | Hurt |
| Add a bootstrapped history-value baseline (ablation) | ESCHER · Phantom Tic-Tac-Toe and Dark Hex 5 | regret estimator variance: Phantom Tic-Tac-Toe: (2.6 ± 0.1) × 10^{-1} -> (4.1 ± 0.7) × 10^{1}; Dark Hex 5: (1.3 ± 0.1) × 10^{-1} -> (3.3 ± 1.6) × 1 | Hurt |
| Add reach weighting (ablation) | ESCHER · Phantom Tic-Tac-Toe, Dark Hex 4, Leduc, Battleship, and Liar's Dice | regret estimator variance: Phantom Tic-Tac-Toe: (2.6 ± 0.1) × 10^{-1} -> (1.4 ± 0.4) × 10^{7}; Dark Hex 4: (1.8 ± 0.1) × 10^{-1} -> (3.1 ± 1.7) × 1 | Hurt |
| Use ESCHER rather than DREAM | ESCHER · Dark Chess | head-to-head win rate: over $90\%$ | Helped |
| Use ESCHER rather than DREAM or NFSP | ESCHER · Phantom Tic-Tac-Toe | head-to-head performance | No clear effect |
| Use ESCHER rather than DREAM or NFSP | ESCHER · Dark Hex 5 | head-to-head performance | Helped |
Closest papers by meaning
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