Research map / Multi-agent systems and games / Games and equilibria
Combining Deep Reinforcement Learning and Search for Imperfect-Information Games
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| train value network on random public belief states instead of self-play data (ablation) | ReBeL · Turn endgame hold'em | exploitability | Hurt |
| use ReBeL (CFR-D) instead of full-game FP | Liar's Dice 2x3f · Liar's Dice 2x3f | exploitability: 0.057 -> 0.017 | Helped |
| use full-game tabular CFR instead of ReBeL | ReBeL · Liar's Dice | exploitability: 0.017 -> 0.001 in favor of tabular CFR at 1x4f | Hurt |
| use ReBeL instead of Modicum | Modicum · HUNL vs Slumbot | win rate: 11 ± 5 -> 45 ± 5 | Helped |
| use ReBeL instead of DeepStack against LBR | DeepStack · HUNL vs LBR | win rate: 383 ± 112 -> 881 ± 94 | Helped |
| replace MSE with Huber loss for value network (ablation) | ReBeL · preliminary experiments | value accuracy | Helped |
Closest papers by meaning
- Reevaluating Policy Gradient Methods for Imperfect-Information Games (ICLR 2026 · similarity 0.90)
- Depth-Limited Solving for Imperfect-Information Games (NeurIPS 2018 · similarity 0.89)
- Stabilizing RL+Search for Imperfect-Information Extensive-Form Games (NeurIPS 2026 · similarity 0.88)
- Outbidding and Outbluffing Elite Humans: Mastering Liar’s Poker via Self-Play and Reinforcement Learning (NeurIPS 2026 · similarity 0.88)
- GAE Falls Short in Imperfect-Information Self-Play Reinforcement Learning (NeurIPS 2026 · similarity 0.87)
- Mastering Zero-Shot Interactions in Cooperative and Competitive Simultaneous Games (ICML 2024 · similarity 0.86)
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