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History Filtering in Imperfect Information Games: Algorithms and Complexity

NeurIPS 2023 · Learning theory and algorithms › Submodular and game algorithms · approach: Opponent modeling and subgame solving · 0 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the TTCG Gibbs sampler instead of explicit enumerationHistory filtering and value estimation in Oh Hell · Oh Hell, public belief states up to 544,320 historiesvalue estimation errorHelped
Use local Markov-chain history transitions rather than enumerate the full public belief stateTTCG Gibbs sampler · Oh Hell, 544,320-history public belief statestate transitions for value estimation: 8,000 total state transitions vs 544,320 historiesHelped
Use fewer burn-in transitions before collecting samplesTTCG Gibbs sampler · Oh Hell value estimationvalue estimation errorMixed
Use TTCG Gibbs sampling with randomly generated policies instead of policies learned via independent Q-learningTTCG Gibbs sampler · Oh Hell value estimationvalue estimation errorNo clear effect
Enumerate histories when the public tree is sparseHistory filtering in finite FOSGs · Games with polynomially many histories per public stateenumeration runtimeHelped
Construct a history for general FOSGs without exploiting domain structureFILTER on 3-FSAT-GAME · 3-FSAT-GAMEcomputational tractabilityHurt

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