Mixture of Public and Private Distributions in Imperfect Information Games

Fuente: arXiv
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Autores principales: Arjonilla, Jérôme, Saffidine, Abdallah, Cazenave, Tristan
Formato: Preprint
Publicado: 2024
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author Arjonilla, Jérôme
Saffidine, Abdallah
Cazenave, Tristan
author_facet Arjonilla, Jérôme
Saffidine, Abdallah
Cazenave, Tristan
contents In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting private information can lead to a highly exploitable performance. Yet, excessive attention to it leads to hesitations that are no longer consistent with our private information. In our work, we show that to improve performance, one must choose whether to use a player's private information. We extend our work by proposing a new belief distribution depending on the amount of private and public information desired. We empirically demonstrate an increase in performance and, with the aim of further improving performance, the new distribution should be used according to the position in the game. Our experiments have been done on multiple benchmarks and in multiple determinization-based algorithms (PIMC and IS-MCTS).
format Preprint
id arxiv_https___arxiv_org_abs_2405_14346
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Mixture of Public and Private Distributions in Imperfect Information Games
Arjonilla, Jérôme
Saffidine, Abdallah
Cazenave, Tristan
Artificial Intelligence
Computer Science and Game Theory
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting private information can lead to a highly exploitable performance. Yet, excessive attention to it leads to hesitations that are no longer consistent with our private information. In our work, we show that to improve performance, one must choose whether to use a player's private information. We extend our work by proposing a new belief distribution depending on the amount of private and public information desired. We empirically demonstrate an increase in performance and, with the aim of further improving performance, the new distribution should be used according to the position in the game. Our experiments have been done on multiple benchmarks and in multiple determinization-based algorithms (PIMC and IS-MCTS).
title Mixture of Public and Private Distributions in Imperfect Information Games
topic Artificial Intelligence
Computer Science and Game Theory
url https://arxiv.org/abs/2405.14346