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Karel Ha

dblp:178/8730 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0003-1060-9971ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

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
1 paper
Multi-agent systems · 50% Reinforcement learning · 50%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 50% Automated reasoning and model checking · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.712023
Value functions for depth-limited solving in zero-sum imperfect-information games · Artif. Intell. 2023
Machine learning › Reinforcement learning
value function
0.712023
Value functions for depth-limited solving in zero-sum imperfect-information games · Artif. Intell. 2023
Automated reasoning and model checking
abstraction
0.212016
Refining Subgames in Large Imperfect Information Games · AAAI 2016
Algorithmic game theory and mechanism design
imperfect information games
0.212016
Refining Subgames in Large Imperfect Information Games · AAAI 2016

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

game tree search · 0.2exploitability analysis · 0.2
YearPublicationVenuePosition
2023 Value functions for depth-limited solving in zero-sum imperfect-information games
Vojtech Kovarík, Dominik Seitz, Viliam Lisý, Jan Rudolf, Karel Ha
Artif. Intell.6
2016 Refining Subgames in Large Imperfect Information Games
abstract
The leading approach to solving large imperfect information games is to pre-calculate an approximate solution using a simplified abstraction of the full game; that solution is then used to play the original, full-scale game. The abstraction step is necessitated by the size of the game tree. However, as the original game progresses, the remaining portion of the tree (the subgame) becomes smaller. An appealing idea is to use the simplified abstraction to play the early parts of the game and then, once the subgame becomes tractable, to calculate a solution using a finer-grained abstraction in real time, creating a combined final strategy. While this approach is straightforward for perfect information games, it is a much more complex problem for imperfect information games. If the subgame is solved locally, the opponent can alter his play in prior to this subgame to exploit our combined strategy. To prevent this, we introduce the notion of subgame margin, a simple value with appealing properties. If any best response reaches the subgame, the improvement of exploitability of the combined strategy is (at least) proportional to the subgame margin. This motivates subgame refinements resulting in large positive margins. Unfortunately, current techniques either neglect subgame margin (potentially leading to a large negative subgame margin and drastically more exploitable strategies), or guarantee only non-negative subgame margin (possibly producing the original, unrefined strategy, even if much stronger strategies are possible). Our technique remedies this problem by maximizing the subgame margin and is guaranteed to find the optimal solution. We evaluate our technique using one of the top participants of the AAAI-14 Computer Poker Competition, the leading playground for agents in imperfect information setting
Matej Moravcik, Karel Ha, Milan Hladík, Stephen J. Gaukrodger
AAAI3