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RL-CFR: Improving Action Abstraction for Imperfect Information Extensive-Form Games with Reinforcement Learning
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Proposes RL-CFR, which uses an actor-critic RL agent to dynamically choose action abstractions (public state as state, action-abstraction feature vector as action, payoff difference vs. default abstraction as reward) and then solves the resulting game tree with DCFR, evaluated on heads-up no-limit Texas Hold'em.
Problem
Fixed action abstractions in large imperfect-information extensive-form games (IIEFGs) are sub-optimal, while dynamic action abstraction methods suffer from poor CFR convergence and limited applicability.
Approach
Formulate action abstraction selection as an MDP whose states are public states and whose actions are continuous feature vectors mapped to raise sizes; the reward is the PBS value difference between the RL-selected abstraction and a default abstraction, computed by solving two ReBeL-style depth-limited subgames. The actor-critic network is trained from scratch with only game rules, and CFR is then
Key results
- RL-CFR beats ReBeL's replication by 64 ± 11 mbb/hand over 600,000 hands.
- RL-CFR beats Slumbot by 84 ± 17 mbb/hand over 250,000 hands, versus 18 ± 16 for the ReBeL replication.
- RL-CFR outperforms MUL-ACTION by 21 mbb/hand at about 1/3 of its running time, and FINE-GRAIN by 23 mbb/hand at about 2/3 of its running time.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use dynamic RL-guided action abstraction instead of the fixed abstraction in ReBeL (Replication) | ReBeL (Replication) · HUNL head-to-head | win-rate (mbb/hand): +64 mbb/hand (64\pm 11) | Helped |
| use dynamic RL-guided action abstraction instead of the fixed abstraction in ReBeL (Replication) | ReBeL (Replication) · HUNL vs Slumbot | win-rate (mbb/hand): 84\pm 17 vs 18\pm 16; improved by 66 mbb/hand | Helped |
| use dynamic RL-guided abstraction instead of selecting among three fixed root abstractions | MUL-ACTION · HUNL head-to-head | win-rate (mbb/hand): +21 mbb/hand (-21\pm 26 for MUL-ACTION against RL-CFR) | Helped |
| use dynamic RL-guided abstraction instead of a finer-grained fixed root abstraction | FINE-GRAIN · HUNL head-to-head | win-rate (mbb/hand): +23 mbb/hand (-23\pm 28 for FINE-GRAIN against RL-CFR) | Helped |
| use dynamic RL-guided abstraction instead of the fixed abstraction in ReBeL (Replication) | ReBeL (Replication) · HUNL river-stage states | exploitability (mbb/hand): 20\pm 0 -> 17\pm 0 | Helped |
Surprising findings
- The reported exploitability of RL-CFR (17 mbb/hand) is lower than that of the ReBeL replication (20 mbb/hand).
Limitations
- Evaluation is limited to heads-up no-limit Texas Hold'em, so generality to other IIEFGs is not shown.
- Results against Slumbot depend on an online opponent with nested subgame solving and high variance, and the ReBeL replication is weaker than the original ReBeL.
- Action network selection relies on an extra evaluation step and default-abstraction fallback, indicating the learned selection is not always reliable.
Experimental setup
Datasets: self-play HUNL PBS data generated by the method itself
Benchmarks: Heads-up No-limit Texas Hold'em head-to-head matches vs ReBeL replication and Slumbot
Metrics: win-rate (mbb/hand) exploitability (mbb/hand) running time
Baselines: ReBeL (replication) Slumbot ReBeL (original) MUL-ACTION FINE-GRAIN
Builds on: ReBeL DCFR counterfactual regret minimization actor-critic nested subgame solving
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