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Andrew Gilpin

dblp:48/120 · DBLP profile ↗
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10ranked-venue papers
8as first author
0since 2021 · last 2008
—ORCID · none

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

Artificial intelligence and machine learning · 9 · 7 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-authorTheory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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.

Theoretical computer science
10 papers
Algorithmic game theory and mechanism design · 78% Mathematical optimization · 10% Information theory · 5%
Artificial intelligence
5 papers
Multi-agent systems · 80% Planning, search and constraint satisfaction · 20%

Topics — the 15 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
equilibrium computation
0.572008
Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008
First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games · AAAI 2008
Lossless abstraction of imperfect information games · J. ACM 2007
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.342008
Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008
Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker · AAAI 2007
A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation · AAAI 2006
Knowledge, reasoning and agents › Multi-agent systems › imperfect information games
poker
0.342008
Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008
Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker · AAAI 2007
A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation · AAAI 2006
Algorithmic game theory and mechanism design › game solving
game abstraction
0.232008
Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008
Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker · AAAI 2007
Finding equilibria in large sequential games of imperfect information · EC 2006
Mathematical optimization › continuous optimization › convex optimization
first-order methods
0.112008
First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games · AAAI 2008
Algorithmic game theory and mechanism design
zero-sum game
0.112008
First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games · AAAI 2008
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.112007
Lossless abstraction of imperfect information games · J. ACM 2007
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.112006
A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation · AAAI 2006
Logic in computer science
imperfect information
0.112006
Finding equilibria in large sequential games of imperfect information · EC 2006
Algorithmic game theory and mechanism design › non-cooperative game › dynamic games
sequential game
0.112006
Finding equilibria in large sequential games of imperfect information · EC 2006
Mathematical optimization › discrete optimization
mixed integer linear programming
0.112005
Mixed-Integer Programming Methods for Finding Nash Equilibria · AAAI 2005
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.112005
Mixed-Integer Programming Methods for Finding Nash Equilibria · AAAI 2005
Algorithmic game theory and mechanism design › auction theory
combinatorial auction
0.012001
CABOB: A Fast Optimal Algorithm for Combinatorial Auctions · IJCAI 2001
Algorithmic game theory and mechanism design › auction theory › combinatorial auction
winner determination
0.012001
CABOB: A Fast Optimal Algorithm for Combinatorial Auctions · IJCAI 2001
Graph algorithms and graph theory
graph isomorphism
0.012006
Finding equilibria in large sequential games of imperfect information · EC 2006

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

game tree search · 0.2potential-aware abstraction · 0.2expectation-based abstraction · 0.2potential-aware automated abstraction · 0.1information theory · 0.1counterfactual regret minimization · 0.1automated abstraction · 0.1approximation algorithm · 0.1nash equilibrium computation · 0.1game abstraction · 0.1linear programming · 0.1
YearPublicationVenuePosition
2008 First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games
Andrew Gilpin, Javier Peña 0001, Tuomas Sandholm
AAAI1
2008 Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker
Andrew Gilpin, Tuomas Sandholm
AAAI1
2007 Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker
Andrew Gilpin, Tuomas Sandholm, Troels Bjerre Lund
AAAI1
2007 Information-Theoretic Approaches to Branching in Search
Andrew Gilpin, Tuomas Sandholm
IJCAI1
2007 Lossless abstraction of imperfect information games
abstract
Finding an equilibrium of an extensive form game of imperfect information is a fundamental problem in computational game theory, but current techniques do not scale to large games. To address this, we introduce the ordered game isomorphism and the related ordered game isomorphic abstraction transformation . For a multi-player sequential game of imperfect information with observable actions and an ordered signal space, we prove that any Nash equilibrium in an abstracted smaller game, obtained by one or more applications of the transformation, can be easily converted into a Nash equilibrium in the original game. We present an algorithm, GameShrink , for abstracting the game using our isomorphism exhaustively. Its complexity is õ ( n 2 ), where n is the number of nodes in a structure we call the signal tree. It is no larger than the game tree, and on nontrivial games it is drastically smaller, so GameShrink has time and space complexity sublinear in the size of the game tree. Using GameShrink , we find an equilibrium to a poker game with 3.1 billion nodes—over four orders of magnitude more than in the largest poker game solved previously. To address even larger games, we introduce approximation methods that do not preserve equilibrium, but nevertheless yield ( ex post ) provably close-to-optimal strategies.
Andrew Gilpin, Tuomas Sandholm
J. ACM1
2006 A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation
Andrew Gilpin, Tuomas Sandholm
AAAI1
2006 Finding equilibria in large sequential games of imperfect information
abstract
Finding an equilibrium of an extensive form game of imperfect information is a fundamental problem in computational game theory, but current techniques do not scale to large games. To address this, we introduce the ordered game isomorphism and the related ordered game isomorphic abstraction transformation. For a multi-player sequential game of imperfect information with observable actions and an ordered signal space, we prove that any Nash equilibrium in an abstracted smaller game, obtained by one or more applications of the transformation, can be easily converted into a Nash equilibrium in the original game. We present an algorithm, GameShrink, for abstracting the game using our isomorphism exhaustively. Its complexity is Õ(n2), where n is the number of nodes in a structure we call the signal tree. It is no larger than the game tree, and on nontrivial games it is drastically smaller, so GameShrink has time and space complexity sublinear in the size of the game tree. Using GameShrink, we find an equilibrium to a poker game with 3.1 billion nodes--over four orders of magnitude more than in the largest poker game solved previously. We discuss several electronic commerce applications for GameShrink. To address even larger games, we introduce approximation methods that do not preserve equilibrium, but nevertheless yield (ex post) provably close-to-optimal strategies.
Andrew Gilpin, Tuomas Sandholm
EC1
2005 Optimal Rhode Island Hold'em Poker
Andrew Gilpin, Tuomas Sandholm
AAAI1
2005 Mixed-Integer Programming Methods for Finding Nash Equilibria
Tuomas Sandholm, Andrew Gilpin, Vincent Conitzer
AAAI2
2001 CABOB: A Fast Optimal Algorithm for Combinatorial Auctions
Tuomas Sandholm, Subhash Suri, Andrew Gilpin
IJCAI3