Subgame solving without common knowledge
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Abstract (arXiv)
In imperfect-information games, subgame solving is significantly more challenging than in perfect-information games, but in the last few years, such techniques have been developed. They were the key ingredient to the milestone of superhuman play in no-limit Texas hold'em poker. Current subgame-solving techniques analyze the entire common-knowledge closure of the player's current information set, that is, the smallest set of nodes within which it is common knowledge that the current node lies. While this is acceptable in games like poker where the common-knowledge closure is relatively small, many practical games have more complex information structure, which renders the common-knowledge closure impractically large to enumerate or even reasonably approximate. We introduce an approach that overcomes this obstacle, by instead working with only low-order knowledge. Our approach allows an agent, upon arriving at an infoset, to basically prune any node that is no longer reachable, thereby massively reducing the game tree size relative to the common-knowledge subgame. We prove that, as is, our approach can increase exploitability compared to the blueprint strategy. However, we develop three avenues by which safety can be guaranteed. Even without the safety-guaranteeing additions, experiments on medium-sized games show that our approach always reduced exploitability in practical games even when applied at every infoset, and a depth-limited version of it led to -- to our knowledge -- the first strong AI for the challenge problem dark chess.
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 10 Jun 2021.
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Citing papers per year: 2022: 2; 2023: 3; 2024: 1; 2025: 3; 2026: 2.
11 papers.
- 2022ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regretcited by 24
- 2023Policy Space Diversity for Non-Transitive Gamescited by 15
- 2025General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chesscited by 5
- 2023The Update-Equivalence Framework for Decision-Time Planningcited by 2
- 2023Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum Learningcited by 1
- 2025Best of Both Worlds: Regret Minimization versus Minimax Playcited by 1
- 2025Look-ahead Reasoning with a Learned Model in Imperfect Information Gamescited by 1
- 2022Safe Subgame Resolving for Extensive Form Correlated Equilibriumcited by 0
- 2024Perfect Information Monte Carlo with Postponing Reasoningcited by 0
- 2026OpenGuanDan: A Large-Scale Imperfect Information Game Benchmarkcited by 0
- 2026GPU-CFR: 80x Faster Counterfactual Regret Minimization by Compiling the Game to Static Dataflow and CUDA Graph Replaycited by 0
- 2026GPU-CFR: 80x Faster Counterfactual Regret Minimization by Compiling the Game to Static Dataflow and CUDA Graph Replay10 Sep 2026
- 2026OpenGuanDan: A Large-Scale Imperfect Information Game Benchmark31 Jan 2026
- 2025Look-ahead Reasoning with a Learned Model in Imperfect Information Games6 Oct 2025
- 2025General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chess2 Jun 2025
- 2025Best of Both Worlds: Regret Minimization versus Minimax Play17 Feb 2025
- 2024Perfect Information Monte Carlo with Postponing Reasoning5 Aug 2024
- 2023Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum Learning7 Oct 2023
- 2023Policy Space Diversity for Non-Transitive Games29 Jun 2023
- 2023The Update-Equivalence Framework for Decision-Time Planning25 Apr 2023
- 2022Safe Subgame Resolving for Extensive Form Correlated Equilibrium29 Dec 2022
- 2022ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret8 Jun 2022