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- 2Graduate and Postdoctoral Studies (GPS), Faculty of
- 2Graduate and Postdoctoral Studies (GPS), Faculty of /Theses and Dissertations
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Fall 2009
For zero-sum games, we have efficient solution techniques. Unfortunately, there are interesting games that are too large to solve. Here, a popular approach is to solve an abstract game that models the original game. We assume that more accurate the abstract games result in stronger strategies....
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2012
Lanctot, Marc, Gibson, Richard, Burch, Neil, Szafron, Duane
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...
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2008
Schaeffer, Jonathan, Cutumisu, Maria, Waugh, Kevin, Siegel, Jeff, Szafron, Duane, Schumacher, Allan, Duff, Harvey, Gillis, Stephanie, Carbonaro, Mike, Onuczko, Curtis
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than...
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Monte Carlo Sampling and Regret Minimization for Equilibrium Computation and Decision-Making in Large Extensive Form Games
DownloadSpring 2013
In this thesis, we investigate the problem of decision-making in large two-player zero-sum games using Monte Carlo sampling and regret minimization methods. We demonstrate four major contributions. The first is Monte Carlo Counterfactual Regret Minimization (MCCFR): a generic family of...
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2009
Bowling, Michael, Zinkevich, Martin, Waugh, Kevin, Lanctot, Marc
Technical report TR09-15. Sequential decision-making with multiple agents and imperfect information is commonly modeled as an extensive game. One efficient method for computing Nash equilibria in large, zero-sum, imperfect information games is counterfactual regret minimization (CFR). In the...
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2007
Schaeffer, Jonathan, Siegel, Jeff, Duff, Harvey, Schumacher, Allan, Roy, Thomas, Gillis, Stephanie, Onuczko, Curtis, McNaughton, Matthew, Carbonaro, Mike, Waugh, Kevin, Szafron, Duane, Cutumisu, Maria
The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game...