[PDF] OpenHoldem: A Benchmark for Large-Scale Imperfect-Information





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Depth-Limited Solving for Imperfect-Information Games

Paper accepted and presented at the Neural Information Processing Systems Conference (http://nips.cc/)

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OpenHoldem: A Benchmark for Large-Scale

Imperfect-Information Game Research

Kai Li,Member, IEEE, Hang Xu, Enmin Zhao, Zhe Wu, and Junliang Xing,Senior Member, IEEE Abstract-Owning to the unremitting efforts by a few institutes, significant progress has recently been made in designing superhu- man AIs in No-limit Texas Hold"em (NLTH), the primary testbed for large-scale imperfect-information game research. However, it remains challenging for new researchers to study this problem since there are no standard benchmarks for comparing with existing methods, which seriously hinders further developments in this research area. In this work, we present OpenHoldem, an integrated toolkit for large-scale imperfect-information game research using NLTH. OpenHoldem makes three main contri- butions to this research direction: 1) a standardized evaluation protocol for thoroughly evaluating different NLTH AIs, 2) four publicly available strong baselines for NLTH AI, and 3) an online testing platform with easy-to-use APIs for public NLTH AI evaluation. We have released OpenHoldem atholdem.ia.ac.cn, hoping it facilitates further studies on the unsolved theoretical and computational issues in this area and cultivate crucial research problems like opponent modeling and human-computer interactive learning. Index Terms-Artificial Intelligence, Imperfect-Information Game, Nash Equilibrium, No-limit Texas Hold"em, Benchmark.

I. INTRODUCTION

From its inception, artificial intelligence (AI) research has been focusing on building agents that can play games like humans. Both Turing [1] and Shannon [2] developed programs for playing chess to validate initial ideas in AI. For more than half a century, games have continued to be AI testbeds for novel ideas, and the resulting achievements have marked important milestones in the history of AI [3]-[17]. Notable examples include the checkers-playing bot Chinook winning a world championship against top humans [3], Deep Blue beating Kasparov in chess [4], and AlphaGo defeating Lee Sedol [6] in the complex ancient Chinese game Go. Although substantial progress has been made in solving these large-scale perfect-information games that all players know the exact state of the game at every decision point, it remains challenging to solve large-scale imperfect-information games that require reasoning under the uncertainty about the opponents" hidden Kai Li, Hang Xu, and Enmin Zhao contributed equally to this work.

Junliang Xing is the corresponding author.

Kai Li, Hang Xu, Enmin Zhao, Zhe Wu, and Junliang Xing are with the Institute of Automation, Chinese Academy of Sciences, and School of Artifi- cial Intelligence, University of Chinese Academy of Sciences, Beijing, China (e-mail: kai.li@ia.ac.cn; xuhang2020@ia.ac.cn; zhaoenmin2018@ia.ac.cn; wuzhe2019@ia.ac.cn; jlxing@nlpr.ia.ac.cn). This work was supported in part by the Natural Science Foundation of China under Grant No. 62076238 and 61902402, in part by the Na- tional Key Research and Development Program of China under Grant No.

2020AAA0103401, in part by the CCF-Tencent Open Fund, and in part by

the Strategic Priority Research Program of Chinese Academy of Sciences under Grant No. XDA27000000.information. The hidden information is omnipresent in real- world strategic interactions, such as business, negotiation, and finance, making the research of imperfect-information games particularly important both theoretically and practically. Poker has a long history as a challenging problem for developing algorithms that deal with hidden information [18], [19]. The poker game involves all players being dealt with some private cards visible only to themselves, with players taking structured turns making bets, calling opponents" bets, or folding. As one of the most popular global card games, poker has played an essential role in developing general- purpose techniques for imperfect-information games. In par- ticular, No-limit Texas Hold"em (NLTH), the world"s most popular form of poker, has been the primary testbed for imperfect-information game research for decades because of its large-scale decision space and strategic complexity. For example, Heads-up No-limit Texas Hold"em (HUNL), the smallest variant of NLTH, has10161decision points [20] which makes it almost impossible to solve directly. There have been many efforts to design poker AIs for NLTH over the past few years [21], [22]. Most of these systems exploit some equilibrium-finding algorithms,e.g., counterfactual regret minimization (CFR) [23], with various abstraction strategies to merge similar game states to reduce the size of the game tree. Recently, a series of breakthroughs have been made in the NLTH AI research community. Deep- Stack [16], which combines the continual re-solving and the depth-limited sparse look-ahead algorithms, defeated 10 out of 11 professional poker players by a statistically significant margin. Libratus [17] defeated a team of four top HUNL- specialist professionals by using a nested safe subgame solving algorithm with an extensible blueprint strategy. Pluribus [24] defeated elite human professional players in six-player NLTH by extending the techniques behind Libratus. Although many important milestones have been achieved in NLTH AI research in recent years, the problem is far from being solved, and there remain many theoretical and computational issues to be addressed. For example, the game- theoretic solution for multiplayer NLTH, the best way to game tree abstraction, more efficient equilibrium-finding algorithms that converge faster and consume fewer resources,etc. To solve these challenges, further studies are urgently needed. However, one main obstacle to further research in NLTH AI is the lack of standard benchmarks in this area. First, there are no standard evaluation protocols in this community; different papers use different evaluation metrics, making comparisons of different methods difficult. Second, there is no publicly

available baseline AI which can serve as a starting point forarXiv:2012.06168v4 [cs.LG] 14 Dec 2021

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future improvements. Third, there are no public easy-to-use platforms for researchers to test the performance of their AIs at any time. Considering the important role of standard benchmarks in AI development, we presentOpenHoldem, a benchmark for NLTH AI research developed to boost the studies on large- scale imperfect-information games. OpenHoldem provides an integrated toolkit for evaluating NLTH AIs with three main components: the evaluation protocols, the baseline AIs, and a testing platform. For each component, we have made the following contributions to the community: For the evaluation part, we propose to use four differ- ent evaluation metrics to test different algorithms from different aspects comprehensively. For the baseline part, we design and implement four different types of NLTH AIs: rule-based AI, CFR based static AI, DeepStack-like online AI, and deep reinforce- ment learning based AI. These diverse AIs can serve as strong baselines for further development in this field. For the platform part, we develop an online testing platform with multiple NLTH AIs built-in. Researchers can link their AIs to this platform through easy-to-use APIs to play against each other for mutual improvement. Our proposed OpenHoldem provides a standardized bench- mark for the NLTH AI research. The adopted approach, namely to propose an evaluation protocol via several metrics, the provision of baselines tested to have strong performances, and the establishment of an online testing platform, is per- fectly rigorous and will allow algorithm improvements and comparisons with the state-of-the-arts, which impossible to do today without spending much time re-implementing other peo- ple"s methods. OpenHoldem can potentially have a significant impact on the poker AI research, and more generally in the AI community dealing with decision-making problems under uncertainty. We hope that OpenHoldem makes the NLTH AI research easier and more accessible, and further facilitates the research of the key problems in large-scale imperfect- information games, such as large-scale equilibrium-finding, opponent modeling, human-computer interactive learning, and online exploiting sub-optimal opponents.

II. RELATEDWORK

Standard benchmarks have played an indispensable role in promoting the research in many AI tasks like speech recognition, computer vision, and natural language process- ing. For example, in the task of speech to text, the NIST Switchboard benchmark [25] helps reduce the word error rate from19:3%in 2000 to5:5%in 2017; In the task of image classification, the creation of the ImageNet [26] benchmark has helped in the development of highly efficient models which reduce the image classification error rate from26:2% down to1:8%; In the task of machine translation, the WMT benchmark helps the machine translation system achieves human-level performance on the Chinese to English translation task [27]. These benchmarks that have greatly influenced the research communities have some common characteristics:

clear evaluation metrics, rich baseline models, and convenientonline testing platforms. Motivated by this, we propose the

OpenHoldem benchmark that meets the above requirements to facilitate the future development of general-purpose techniques for large-scale imperfect-information games. There are already some benchmarks on game AI. Examples include the Atari environments in OpenAI Gym [28], ViZ- Doom [29], and MineRL [30], but most of these benchmarks are oriented towards the research of reinforcement learning algorithms. Recently, some benchmarks for game theory re- search have been proposed. For example, Google DeepMind releases the OpenSpiel [31] benchmark, which contains a collection of environments and algorithms for research in n- player zero-sum and general-sum games. Although OpenSpiel implements many different kinds of games and state-of-the- art algorithms, it currently does not provide high-performance

NLTH AIs. RLCard [32] developed by the Texas A&M

University includes many large-scale complex card games, such as Dou dizhu, Mahjong, UNO, Sheng Ji, and NLTH. However, most of the implemented baseline AIs are relatively weak. In contrast, the proposed OpenHoldem contains very strong baseline AIs, which can serve as a better starting point for future improvements. Texas Hold"em, the primary testbed for imperfect informa- tion game research, has been studied in the computer poker community for years [19]. The earliest Texas Hold"em AIs are rule-based systems that consist of a collection of if-then rules written by human experts. For example, the early agents (e.g., Loki [33]) produced by the University of Alberta are mostly based on carefully designed rules. While the rule- based approach provides a simple framework for implementing Texas Hold"em AIs, the resulting handcrafted strategies are easily exploitable by observant opponents. Since 2006, the Annual Computer Poker Competition (ACPC) [34] has greatly facilitated poker AI development, and many game-theoretic Texas Hold"em AIs are proposed [21], [22]. These systems first use various abstraction strategies [35], [36] to merge similar game states to reduce the game size, then exploit some equilibrium-finding algorithms (e.g., CFR [23] and its various variants [37]-[40]) to find the approximate Nash equilibrium strategies which are robust to different opponents. Recently, the research on these game-theoretic approaches has made significant breakthroughs. Examples include Deep- Stack [16] proposed by the University of Alberta that defeats professional poker players by a large margin, Libratus [17] from the Carnegie Mellon University that decisively defeats four top HUNL-specialist professionals, and Pluribus [24] as a direct descendant of Libratus that defeats elite human professional players in six-player NLTH. Nevertheless, almost all of these Texas Hold"em AIs are not publicly available, making it very challenging for new researchers to study this problem further. Our OpenHoldem is the first open benchmark with publicly available strong baseline AIs for large-scale imperfect-information game research.

III. PRELIMINARIES

Here we present some background knowledge needed for the rest of the paper. We first provide some notations to

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formulate imperfect-information games. Next, we discuss the CFR algorithm which is the most commonly used equilibrium- finding algorithm for imperfect-information games. Finally, we introduce the game rule of no-limit Texas Hold"em.

A. Imperfect-Information Games

Imperfect-information games are usually described by a tree-based formalism calledextensive-form games[41]. In an imperfect-information extensive-form gameGthere is a finite setN=f1;:::;Ngofplayers, and there is also a special playerccalledchance;Hrefers to a finite set of histories, each memberh2 Hdenotes a possiblehistory(orstate), which consists of actions taken by players including chance; gvhdenotes the fact thatgis equal to or aprefixofh;

Z Hdenotes theterminal statesand any memberz2Zis

not a prefix of any other states;A(h) =fa:ha2Hgis the set of availableactionsin the non-terminal stateh2H n Z;

Aplayer functionP:H n Z ! N [ fcgassigns a member

ofN [ fcgto each non-terminal state inH n Z,i.e.,P(h)is the player who takes an action in stateh.

For a state setfh2 H:P(h) =ig,Iidenotes aninfor-

mation partitionof playeri; A setIi2 Iiis aninformation setof playeriandI(h)represents the information set which contains the stateh. Ifgandhbelong to the same information setIi, then the playericannot distinguish between them, so we can defineA(Ii) =A(h)andP(Ii) =P(h)for arbitraryh2Ii. We definejIj= maxi2NjIijandjAj= max i2NmaxIi2IijA(Ii)j. For each playeri2 N, autility functionui(z)define the payoff received by playeriupon reaching a terminal statez.iis therange of payoffsreach- able by playeri,i.e.,i= maxz2Zui(z)minz2Zui(z) and = maxi2Ni.

Astrategy profile=fiji2i;i2 Ngis a

specification of strategies for all players, whereiis the set of all possible strategies for playeri, andirefers to the strategies of all players other than playeri. For each playeri2 N, its strategyiassigns a distribution over A(Ii)to each information setIiof playeri. The strategy of the chance playercis usually a fixed probability dis- tribution.i(ajh)denotes the probability of actionataken by playeri2 Nat stateh. In imperfect information games,

8h1;h22Ii, we havei(Ii) =i(h1) =i(h2). The

state reach probabilityofhis denoted by(h)if all players take actions according to the strategy profile. The state reach probability can be composed into each player"s contribution,i.e.,(h) =Q i2N[fcgi(h) =i(h)i(h), wherei(h) =Q h

0avh;P(h0)=ii(ajh0)is playeri0scon-

tribution andi(h) =Q h

0avh;P(h0)6=iP(h0)(ajh0)is all

players" contribution except playeri. Theinformation set reach probabilityofIiis defined as(Ii) =P h2Ii(h). Theinterval state reach probabilityfrom stateh0tohis defined as(h0;h) =(h)=(h0)ifh0vh.i(Ii), i(Ii),i(h0;h), andi(h0;h)are defined similarly.

For each playeri2 N, theexpected utilityui=P

z2Z(z)ui(z)under a strategy profileis the expected payoff of playeriobtained at all possible terminal states. Thebest responseto the strategy profileiis any strategy iof playerithat achieves optimal payoff againsti,i.e., i= argmax0i2iu(0 i;i) i. For the two-player zero-sum games,i.e.,N=f1;2gand8z2 Z;u1(z) +u2(z) = 0, theNash equilibriumis the most commonly used solution concept which is a strategy profile= (1;2)such that each player"s strategy is the best response to the other. An -Nash equilibriumis an approximate Nash equilibrium, whose strategy profilesatisfies:8i2 N,ui+ max

0i2iu(0

i;i) i. Theexploitabilityof a strategyiis defined asi(i) =u iu(i; i) i. A strategy is unexploitable ifi(i) = 0.

B. Counterfactual Regret Minimization

Counterfactual Regret Minimization (CFR) [23] is an iter- ative algorithm for computing approximate Nash equilibrium in imperfect-information games and is widely used in NLTH AI. CFR frequently usescounterfactual value, which is the expected payoff of an information set given that playeri tries to reach it. Formally, for playeriat an information setI2 Iigiven a strategy profile, the counterfactual value ofIisvi(I) =P h2I(i(h)P z2Z((h;z)ui(z)). The counterfactual value of an actionainIisvi(ajI) =P h2I(i(h)P z2Z((ha;z)ui(z)). CFR typically starts with a random strategy1. On each iterationT, CFR first recursively traverses the game tree using the strategyTto calculate theinstantaneous regretrTi(ajI) of not choosing actionain an information setIfor playeri, i.e.,rTi(ajT) =vT i(ajI)vT i(I). Then CFR accumulates the instantaneous regret to obtain thecumulative regret R

Ti(ajI) =PT

t=1rti(ajI)and uses regret-matching [42] to calculate the new strategy for the next iteration: T+1 i(ajI) =8 :R T; i(ajI)P a

02AIRT;

i(a0jI);P a 0RT;+ i(a0jI)>0

1jA(I)j;otherwise(1)

whereRT;+ i(ajI) = max(RTi(ajI);0). In two-player zero-sum imperfect-information games, if both players play according to CFR on each iteration then their average strategiesTconverge to an-Nash equilibrium in

O(jIj2jAj2=2)iterations [23].Tis calculated as:

S T i(ajI)=TX t t i(I)t i(ajI) ;T i(ajI)=ST i(ajI)P a

02AISTi(a0jT):(2)

Thus, CFR is a ready-to-use equilibrium finding algorithm in two-player zero-sum games.

C. No-limit Texas Hold"em

No-limit Texas hold"em (NLTH) has been the most widely played type of poker for more than a decade. The heads- up (i.e., two-player) variant prevents opponent collusion and allows a clear winner to be determined, so heads-up no-limit Texas hold"em (HUNL) becomes the primary testbed in the computer poker and game theory communities. HUNL is a repeated game in which the two players play a match of individual games, usually calledhands. On each hand, one player will win some number ofchipsfrom the other player, and the goal is to win as many chips as possible throughout the

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match. In this paper, we follow the standard form of HUNL poker agreed upon by the research community [34], where each player starts each hand with astackof $20,000 chips. Resetting the stacks after each hand allows for each hand to be an independent sample of the same game and is called "Doyle"s Game", named for the professional poker player

Doyle Brunson who publicized this variant.

HUNL consists of four rounds of betting. On each round of betting, each player can choose to eitherfold,call, orraise. If a player folds, the game will end with no player revealing their private cards, and the opponent will take thepot. If a player calls, he or she places several chips in the pot by matching thequotesdbs_dbs10.pdfusesText_16
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