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Richard G. Gibson

dblp:14/9451 · DBLP profile ↗
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7ranked-venue papers
6as first author
0since 2021 · last 2012
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 4 first-authorSecurity and privacy · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 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.

Theoretical computer science
5 papers
Algorithmic game theory and mechanism design · 95% Mathematical optimization · 5%
Artificial intelligence
2 papers
Reinforcement learning · 50% Multi-agent systems · 50%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games
0.432012
Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions · NIPS 2012
On Strategy Stitching in Large Extensive Form Multiplayer Games · NIPS 2011
Regret Minimization in Multiplayer Extensive Games · IJCAI 2011
Algorithmic game theory and mechanism design
regret minimization
0.322012
No-Regret Learning in Extensive-Form Games with Imperfect Recall · ICML 2012
Regret Minimization in Multiplayer Extensive Games · IJCAI 2011
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization
0.112012
Generalized Sampling and Variance in Counterfactual Regret Minimization · AAAI 2012
Knowledge, reasoning and agents › Multi-agent systems › game theory
extensive-form games
0.112012
No-Regret Learning in Extensive-Form Games with Imperfect Recall · ICML 2012
Algorithmic game theory and mechanism design › equilibrium computation
counterfactual regret minimization
0.112012
Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions · NIPS 2012
Algorithmic game theory and mechanism design
equilibrium computation
0.112012
Generalized Sampling and Variance in Counterfactual Regret Minimization · AAAI 2012
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.112012
Generalized Sampling and Variance in Counterfactual Regret Minimization · AAAI 2012
Algorithmic game theory and mechanism design › game solving
game abstraction
0.112011
On Strategy Stitching in Large Extensive Form Multiplayer Games · NIPS 2011
Algorithmic game theory and mechanism design
multi-player games
0.112011
Regret Minimization in Multiplayer Extensive Games · IJCAI 2011
Mathematical optimization › convergence analysis
convergence bounds
0.012012
Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions · NIPS 2012

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

regret minimization · 0.6variance reduction · 0.3sampling · 0.3no-regret learning · 0.3monte carlo sampling · 0.1average strategy sampling · 0.1static experts · 0.1abstraction refinement · 0.1
YearPublicationVenuePosition
2012 Generalized Sampling and Variance in Counterfactual Regret Minimization
abstract
In large extensive form games with imperfect information, Counterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing approximate Nash equilibria. While the base algorithm performs a full tree traversal on each iteration, Monte Carlo CFR (MCCFR) reduces the per iteration time cost by traversing just a sampled portion of the tree. On the other hand, MCCFR's sampled values introduce variance, and the effects of this variance were previously unknown. In this paper, we generalize MCCFR by considering any generic estimator of the sought values. We show that any choice of an estimator can be used to probabilistically minimize regret, provided the estimator is bounded and unbiased. In addition, we relate the variance of the estimator to the convergence rate of an algorithm that calculates regret directly from the estimator. We demonstrate the application of our analysis by defining a new bounded, unbiased estimator with empirically lower variance than MCCFR estimates. Finally, we use this estimator in a new sampling algorithm to compute approximate equilibria in Goofspiel, Bluff, and Texas hold'em poker. Under each of our selected sampling schemes, our new algorithm converges faster than MCCFR.
Richard G. Gibson, Marc Lanctot, Neil Burch, Duane Szafron, Michael H. Bowling
AAAI1
2012 No-Regret Learning in Extensive-Form Games with Imperfect Recall
Marc Lanctot, Richard G. Gibson, Neil Burch, Michael H. Bowling
ICML2
2012 Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions
abstract
Counterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing strategies in extensive-form games. The Monte Carlo CFR (MCCFR) variants reduce the per iteration time cost of CFR by traversing a sampled portion of the tree. The previous most effective instances of MCCFR can still be very slow in games with many player actions since they sample every action for a given player. In this paper, we present a new MCCFR algorithm, Average Strategy Sampling (AS), that samples a subset of the player's actions according to the player's average strategy. Our new algorithm is inspired by a new, tighter bound on the number of iterations required by CFR to converge to a given solution quality. In addition, we prove a similar, tighter bound for AS and other popular MCCFR variants. Finally, we validate our work by demonstrating that AS converges faster than previous MCCFR algorithms in both no-limit poker and Bluff.
Richard G. Gibson, Neil Burch, Marc Lanctot, Duane Szafron
NIPS1
2011 Regret Minimization in Multiplayer Extensive Games
Richard G. Gibson, Duane Szafron
IJCAI1
2011 On Strategy Stitching in Large Extensive Form Multiplayer Games
abstract
Computing a good strategy in a large extensive form game often demands an extraordinary amount of computer memory, necessitating the use of abstraction to reduce the game size. Typically, strategies from abstract games perform better in the real game as the granularity of abstraction is increased. This paper investigates two techniques for stitching a base strategy in a coarse abstraction of the full game tree, to expert strategies in fine abstractions of smaller subtrees. We provide a general framework for creating static experts, an approach that generalizes some previous strategy stitching efforts. In addition, we show that static experts can create strong agents for both 2-player and 3-player Leduc and Limit Texas Hold'em poker, and that a specific class of static experts can be preferred among a number of alternatives. Furthermore, we describe a poker agent that used static experts and won the 3-player events of the 2010 Annual Computer Poker Competition.
Richard G. Gibson, Duane Szafron
NIPS1
2011 Quaternary Golay sequence pairs I: even length
Richard G. Gibson, Jonathan Jedwab
Des. Codes Cryptogr.1
2011 Quaternary Golay sequence pairs II: odd length
Richard G. Gibson, Jonathan Jedwab
Des. Codes Cryptogr.1