# Revisiting Game Representations: The Hidden Costs of Efficiency in Sequential Decision-making Algorithms

arXiv: https://arxiv.org/abs/2112.10890 · HTML: https://mlsanity.com/paper/2112.10890/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 13 of its 34 references that are in the map.
- First posted on arXiv 20 Dec 2021.

## Builds on (most cited first, 13 of 13)

- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1811.00164/) (2018)
- [Solving Large Imperfect Information Games Using CFR+](https://mlsanity.com/paper/1407.5042/) (2014)
- [Solving Imperfect-Information Games via Discounted Regret Minimization](https://mlsanity.com/paper/1809.04040/) (2018)
- [Rethinking Formal Models of Partially Observable Multiagent Decision Making](https://mlsanity.com/paper/1906.11110/) (2019)
- [Solving Imperfect Information Games Using Decomposition](https://mlsanity.com/paper/1303.4441/) (2013)
- [Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games using Baselines](https://mlsanity.com/paper/1809.03057/) (2018)
- [Online Convex Optimization for Sequential Decision Processes and Extensive-Form Games](https://mlsanity.com/paper/1809.03075/) (2018)
- [Revisiting CFR+ and Alternating Updates](https://mlsanity.com/paper/1810.11542/) (2018)
- [Sparsified Linear Programming for Zero-Sum Equilibrium Finding](https://mlsanity.com/paper/2006.03451/) (2020)
- [Problems with the EFG formalism: a solution attempt using observations](https://mlsanity.com/paper/1906.06291/) (2019)

## Abstract (arXiv)

Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the extensive-form game formalism, which, as we show, while theoretically sound, is memory-inefficient and computationally intensive in practice. To mitigate these challenges, a popular workaround involves using a specialized representation based on player specific information-state trees. However, as we show, this alternative significantly narrows the set of games that can be represented efficiently. In this study, we identify the set of large games on which modern algorithms have been benchmarked as being naturally represented by Sequential Bayesian Games. We elucidate the critical differences between extensive-form game and sequential Bayesian game representations, both theoretically and empirically. We further argue that the impressive experimental results often cited in the literature may be skewed, as they frequently stem from testing these algorithms only on this restricted class of games. By understanding these nuances, we aim to guide future research in developing more universally applicable and efficient algorithms for sequential decision-making under imperfect information.
