The Update-Equivalence Framework for Decision-Time Planning
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Abstract (arXiv)
The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 32 of its 70 references that are in the map. First posted on arXiv 25 Apr 2023.
Builds on
32 of 70 references.
References · 32
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20 more
- 2021Modeling Strong and Human-Like Gameplay with KL-Regularized Searchcited by 50
- 2022Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planningcited by 47
- 2017Safe and Nested Subgame Solving for Imperfect-Information Gamescited by 39
- 2019No Press Diplomacy: Modeling Multi-Agent Gameplaycited by 37
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- 2019Policy Gradient Search: Online Planning and Expert Iteration without Search Treescited by 11
- 2021Subgame solving without common knowledgecited by 11
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- 2020Unlocking the Potential of Deep Counterfactual Value Networkscited by 8
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- 2022A Marriage between Adversarial Team Games and 2-player Games: Enabling Abstractions, No-regret Learning, and Subgame Solvingcited by 6
- 2023Abstracting Imperfect Information Away from Two-Player Zero-Sum Gamescited by 6
- 2022Public Information Representation for Adversarial Team Gamescited by 4
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