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Paper · 2007.13544 · 2020

Combining Deep Reinforcement Learning and Search for Imperfect-Information Games

arXiv · PDF · Open in the Atlas

Code that ran

We lifted 2 functions out of this paper's own repositories and ran 2 of them in a sandbox. "Ran" means the function executed on a synthesized input and returned a value. It is not a reproduction of the paper's results.

RepositoryRoleRan
facebookresearch/rebel canonical 2 of 2
FunctionStatusWhere it lives
clip_grad_norm_ Ran facebookresearch/rebel/cfvpy/selfplay.py
code served (permissive licence) · get_code("6300179d0f874eb5")
get_last_action_index Ran facebookresearch/rebel/cfvpy/selfplay.py
code served (permissive licence) · get_code("a1fb618ab3092a50")

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Abstract

The combination of deep reinforcement learning and search at both training and test time is a powerful paradigm that has led to a number of successes in single-agent settings and perfect-information games, best exemplified by AlphaZero. However, prior algorithms of this form cannot cope with imperfect-information games. This paper presents ReBeL, a general framework for self-play reinforcement learning and search that provably converges to a Nash equilibrium in any two-player zero-sum game. In the simpler setting of perfect-information games, ReBeL reduces to an algorithm similar to AlphaZero. Results in two different imperfect-information games show ReBeL converges to an approximate Nash equilibrium. We also show ReBeL achieves superhuman performance in heads-up no-limit Texas hold'em poker, while using far less domain knowledge than any prior poker AI.

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