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Sam Ganzfried

dblp:00/744 · also Samuel Ganzfried · DBLP profile ↗
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10ranked-venue papers
7as first author
1since 2021 · last 2024
0000-0002-7933-1069ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 10 · 7 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorTheory of computation · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Multi-agent systems · 52% Reinforcement learning · 41% Deep learning architectures and training · 7%
Theoretical computer science
4 papers
Algorithmic game theory and mechanism design · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%

Topics — the 16 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Environmental and earth informatics
weather forecasting
0.412019
Predicting Hurricane Trajectories Using a Recurrent Neural Network · AAAI 2019
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.322015
Tartanian7: A Champion Two-Player No-Limit Texas Hold'em Poker-Playing Program · AAAI 2015
Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information · IJCAI 2009
Algorithmic game theory and mechanism design
equilibrium computation
0.322014
Potential-Aware Imperfect-Recall Abstraction with Earth Mover's Distance in Imperfect-Information Games · AAAI 2014
Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information · IJCAI 2009
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization
0.212015
Tartanian7: A Champion Two-Player No-Limit Texas Hold'em Poker-Playing Program · AAAI 2015
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation
0.212015
Tartanian7: A Champion Two-Player No-Limit Texas Hold'em Poker-Playing Program · AAAI 2015
Machine learning › Reinforcement learning
regret minimization
0.212015
Tartanian7: A Champion Two-Player No-Limit Texas Hold'em Poker-Playing Program · AAAI 2015
Knowledge, reasoning and agents › Multi-agent systems
game solving
0.212014
Potential-Aware Imperfect-Recall Abstraction with Earth Mover's Distance in Imperfect-Information Games · AAAI 2014
Knowledge, reasoning and agents › Multi-agent systems
game theory
0.212013
Action Translation in Extensive-Form Games with Large Action Spaces: Axioms, Paradoxes, and the Pseudo-Harmonic Mapping · IJCAI 2013
Machine learning › Reinforcement learning
large action space
0.212013
Action Translation in Extensive-Form Games with Large Action Spaces: Axioms, Paradoxes, and the Pseudo-Harmonic Mapping · IJCAI 2013
Algorithmic game theory and mechanism design › learning in games
opponent exploitation
0.112012
Safe opponent exploitation · EC 2012
Algorithmic game theory and mechanism design
repeated games
0.112012
Safe opponent exploitation · EC 2012
Algorithmic game theory and mechanism design
zero-sum game
0.112012
Safe opponent exploitation · EC 2012
Machine learning › Deep learning architectures and training
recurrent neural network
0.112019
Predicting Hurricane Trajectories Using a Recurrent Neural Network · AAAI 2019
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games
0.112009
Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information · IJCAI 2009
Data mining
clustering
0.112014
Potential-Aware Imperfect-Recall Abstraction with Earth Mover's Distance in Imperfect-Information Games · AAAI 2014
Algorithmic game theory and mechanism design › equilibrium analysis
equilibrium strategies
0.012012
Safe opponent exploitation · EC 2012

Methods — techniques the papers use, named apart from their topics

earth mover's distance · 1.0recurrent neural network · 0.8k-means · 0.6distributed counterfactual regret minimization · 0.4pseudo-harmonic mapping · 0.3game theory · 0.1dynamic programming · 0.1
YearPublicationVenuePosition
2024 Opponent Modeling in Multiplayer Imperfect-Information Games
abstract
In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies.The standard approach for designing agents for such settings is to compute or approximate a relevant game-theoretic solution concept such as Nash equilibrium and then follow the prescribed strategy.However, such a strategy ignores any observations of opponents' play, which may indicate shortcomings that can be exploited.We present an approach for opponent modeling in multiplayer imperfect-information games where we collect observations of opponents' play through repeated interactions.We run experiments against a wide variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker and show that our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.
Sam Ganzfried, Kevin A. Wang, Max Chiswick
DAI1
2020 Parallel Algorithm for Nash Equilibrium in Multiplayer Stochastic Games with Application to Naval Strategic Planning
Sam Ganzfried, Conner Laughlin, Charles Morefield
DAI1
2019 Predicting Hurricane Trajectories Using a Recurrent Neural Network
abstract
Hurricanes are cyclones circulating about a defined center whose closed wind speeds exceed 75 mph originating over tropical and subtropical waters. At landfall, hurricanes can result in severe disasters. The accuracy of predicting their trajectory paths is critical to reduce economic loss and save human lives. Given the complexity and nonlinearity of weather data, a recurrent neural network (RNN) could be beneficial in modeling hurricane behavior. We propose the application of a fully connected RNN to predict the trajectory of hurricanes. We employed the RNN over a fine grid to reduce typical truncation errors. We utilized their latitude, longitude, wind speed, and pressure publicly provided by the National Hurricane Center (NHC) to predict the trajectory of a hurricane at 6-hour intervals. Results show that this proposed technique is competitive to methods currently employed by the NHC and can predict up to approximately 120 hours of hurricane path.
Sheila Alemany, Jonathan Beltran, Sam Ganzfried
AAAI4
2019 Mistakes in games
abstract
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality. This concept has potential applications to cybersecurity, for example detecting whether a human player is illegally using real-time software in online poker.
Sam Ganzfried
DAI1
2017 Midgame Solving: A New Weapon for Efficient Large-Scale Equilibrium Approximation
abstract
Standard subdivision techniques, like backwards induction, are successful in perfect-information games; however, in imperfect-information games they have no theoretical justification. Despite this lack of theory, the strongest agents for large imperfect-information games have employed "endgame solving'' and have recently beaten human professional players in poker using this approach. We present an agent that uses a modification, which can be viewed as a generalization of endgame solving, called midgame solving. While endgame solving solves the final portion of a game, assuming strategies prior to the endgame as inputs using Bayes' rule, our approach solves an arbitrary portion of the game, which could be an intermediate portion with further play remaining subsequently. One of the main challenges is determining the payoffs to use for the midgame, while terminal payoffs are used for endgames. We also present a novel approach for interpreting opponents' off-tree actions that is more robust than prior approaches. We describe an agent for no-limit Texas hold 'em utilizing our approaches and preliminary experiments against an agent from the Annual Computer Poker Competition that uses popular state-of-the-art techniques such as CFR+.
Kailiang Hu, Sam Ganzfried
ICTAI2
2015 Tartanian7: A Champion Two-Player No-Limit Texas Hold'em Poker-Playing Program
abstract
The leading approach for solving large imperfect-information games is automated abstraction followed by running an equilibrium-finding algorithm. We introduce a distributed version of the most commonly used equilibrium-finding algorithm, counterfactual regret minimization (CFR), which enables CFR to scale to dramatically larger abstractions and numbers of cores. The new algorithm begets constraints on the abstraction so as to make the pieces running on different computers disjoint. We introduce an algorithm for generating such abstractions while capitalizing on state-of-the-art abstraction ideas such as imperfect recall and the earth-mover's-distance similarity metric. Our techniques enabled an equilibrium computation of unprecedented size on a supercomputer with a high inter-blade memory latency. Prior approaches run slowly on this architecture. Our approach also leads to a significant improvement over using the prior best approach on a large shared-memory server with low memory latency. Finally, we introduce a family of post-processing techniques that outperform prior ones. We applied these techniques to generate an agent for two-player no-limit Texas Hold'em. It won the 2014 Annual Computer Poker Competition, beating each opponent with statistical significance.
Noam Brown, Sam Ganzfried, Tuomas Sandholm
AAAI2
2014 Potential-Aware Imperfect-Recall Abstraction with Earth Mover's Distance in Imperfect-Information Games
abstract
There is often a large disparity between the size of a game we wish to solve and the size of the largest instances solvable by the best algorithms; for example, a popular variant of poker has about $10^{165}$ nodes in its game tree, while the currently best approximate equilibrium-finding algorithms scale to games with around $10^{12}$ nodes. In order to approximate equilibrium strategies in these games, the leading approach is to create a sufficiently small strategic approximation of the full game, called an abstraction, and to solve that smaller game instead. The leading abstraction algorithm for imperfect-information games generates abstractions that have imperfect recall and are distribution aware, using $k$-means with the earth mover's distance metric to cluster similar states together. A distribution-aware abstraction groups states together at a given round if their full distributions over future strength are similar (as opposed to, for example, just the expectation of their strength). The leading algorithm considers distributions over future strength at the final round of the game. However, one might benefit by considering the trajectory of distributions over strength in all future rounds, not just the final round. An abstraction algorithm that takes all future rounds into account is called potential aware. We present the first algorithm for computing potential-aware imperfect-recall abstractions using earth mover's distance. Experiments on no-limit Texas Hold'em show that our algorithm improves performance over the previously best approach.
Sam Ganzfried, Tuomas Sandholm
AAAI1
2013 Action Translation in Extensive-Form Games with Large Action Spaces: Axioms, Paradoxes, and the Pseudo-Harmonic Mapping
Sam Ganzfried, Tuomas Sandholm
IJCAI1
2012 Safe opponent exploitation
abstract
We consider the problem of playing a finitely-repeated two-player zero-sum game safely---that is, guaranteeing at least the value of the game per period in expectation regardless of the strategy used by the opponent. Playing a stage-game equilibrium strategy at each time step clearly guarantees safety, and prior work has conjectured that it is impossible to simultaneously deviate from a stage-game equilibrium (in hope of exploiting a suboptimal opponent) and to guarantee safety. We show that such profitable deviations are indeed possible---specifically, in games where certain types of 'gift' strategies exist, which we define formally. We show that the set of strategies constituting such gifts can be strictly larger than the set of iteratively weakly-dominated strategies; this disproves another recent conjecture which states that all non-iteratively-weakly-dominated strategies are best responses to each equilibrium strategy of the other player. We present a full characterization of safe strategies, and develop efficient algorithms for exploiting suboptimal opponents while guaranteeing safety. We also provide analogous results for sequential perfect and imperfect-information games, and present safe exploitation algorithms and full characterizations of safe strategies for those settings as well. We present experimental results in Kuhn poker, a canonical test problem for game-theoretic algorithms. Our experiments show that 1) aggressive safe exploitation strategies significantly outperform adjusting the exploitation within equilibrium strategies and 2) all the safe exploitation strategies significantly outperform a (non-safe) best response strategy against strong dynamic opponents.
Sam Ganzfried, Tuomas Sandholm
EC1
2009 Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information
Sam Ganzfried, Tuomas Sandholm
IJCAI1