Research map / Learning theory and algorithms / Submodular and game algorithms
History Filtering in Imperfect Information Games: Algorithms and Complexity
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the TTCG Gibbs sampler instead of explicit enumeration | History filtering and value estimation in Oh Hell · Oh Hell, public belief states up to 544,320 histories | value estimation error | Helped |
| Use local Markov-chain history transitions rather than enumerate the full public belief state | TTCG Gibbs sampler · Oh Hell, 544,320-history public belief state | state transitions for value estimation: 8,000 total state transitions vs 544,320 histories | Helped |
| Use fewer burn-in transitions before collecting samples | TTCG Gibbs sampler · Oh Hell value estimation | value estimation error | Mixed |
| Use TTCG Gibbs sampling with randomly generated policies instead of policies learned via independent Q-learning | TTCG Gibbs sampler · Oh Hell value estimation | value estimation error | No clear effect |
| Enumerate histories when the public tree is sparse | History filtering in finite FOSGs · Games with polynomially many histories per public state | enumeration runtime | Helped |
| Construct a history for general FOSGs without exploiting domain structure | FILTER on 3-FSAT-GAME · 3-FSAT-GAME | computational tractability | Hurt |
Closest papers by meaning
- Refining Subgames in Large Imperfect Information Games (AAAI 2016 · similarity 0.91)
- The Update-Equivalence Framework for Decision-Time Planning (ICLR 2024 · similarity 0.88)
- Opponent-Model Search in Games with Incomplete Information (AAAI 2024 · similarity 0.88)
- Solving Hierarchical Information-Sharing Dec-POMDPs: An Extensive-Form Game Approach (ICML 2024 · similarity 0.87)
- Safe and Robust Subgame Exploitation in Imperfect Information Games (ICML 2024 · similarity 0.86)
- Implicit Search via Discrete Diffusion: A Study on Chess (ICLR 2025 · similarity 0.86)
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