mlsanityData to 14 Oct 2026

GPU-CFR: 80x Faster Counterfactual Regret Minimization by Compiling the Game to Static Dataflow and CUDA Graph Replay

arXiv 2609.11923 ↗First posted 10 Sep 2026cs.DC cs.AI cs.GTcited by 0

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Abstract (arXiv)

Counterfactual regret minimization (CFR) is one of the few large numerical workloads that still runs faster on CPUs than on GPUs. Each iteration sweeps a game tree with up to billions of states in millions of small, interdependent gather and scatter steps issued through a generic tree interface. On a GPU every kernel finishes in microseconds, so kernel launches and framework dispatch dominate the run time, and prior GPU implementations have lost to optimized CPU code. We observe that for a fixed game, everything about a CFR iteration except the numerical values is known before the first iteration runs. We propose GPU-CFR, a compiler and runtime built on this observation. It compiles any game once into static dataflow: flat edge and information-set arrays, precomputed indices, and depth-level batched passes fix the entire operation sequence, and only solver state changes between iterations. Static chance folding, depth-level execution blocks, and a dual-lane reach buffer cut the number of framework operations by up to 18.1x. Because shapes, indices, and buffer addresses never change, CUDA Graph Replay records the iteration once and replays it with a single graph launch. On one A100, across an eight-game suite that spans card games, dice games, and board games, GPU-CFR runs 29.8--80.4x faster than the fastest prior GPU CFR on the same accelerator, and 14--258x faster than LiteEFG, one of the fastest open-source CPU implementations, on the four largest games. The compiled representation carries most of that margin: on eight CPU threads with no accelerator it is already 2.2--51.1x faster than the GPU baseline. On the CPU the optimized path reproduces the reference iterates bitwise, and tree construction and graph capture pay for themselves within the first solve. GPU-CFR beats every CPU and GPU baseline on the mid-to-large games of the suite without changing the update rule.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 33 of its 69 references that are in the map. First posted on arXiv 10 Sep 2026.

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33 of 69 references.

References · 33

  1. 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,305
  2. 2017DeepStack: Expert-Level Artificial Intelligence in No-Limit Pokercited by 233
  3. 2020Combining Deep Reinforcement Learning and Search for Imperfect-Information Gamescited by 114
  4. 2018Deep Counterfactual Regret Minimizationcited by 103
  5. 2014Solving Large Imperfect Information Games Using CFR+cited by 78
  6. 2018Solving Imperfect-Information Games via Discounted Regret Minimizationcited by 68
  7. 2020Faster Game Solving via Predictive Blackwell Approachability: Connecting Regret Matching and Mirror Descentcited by 57
  8. 2023Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement Learningcited by 51
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  10. 2013Solving Imperfect Information Games Using Decompositioncited by 29
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  12. 2019Optimistic Regret Minimization for Extensive-Form Games via Dilated Distance-Generating Functionscited by 26
21 more
  1. 2018Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games using Baselinescited by 25
  2. 2021Student of Games: A unified learning algorithm for both perfect and imperfect information gamescited by 23
  3. 2019Stable-Predictive Optimistic Counterfactual Regret Minimizationcited by 21
  4. 2019Single Deep Counterfactual Regret Minimizationcited by 20
  5. 2018Revisiting CFR+ and Alternating Updatescited by 19
  6. 2023Regret Matching+: (In)Stability and Fast Convergence in Gamescited by 14
  7. 2021Subgame solving without common knowledgecited by 12
  8. 2024RL-CFR: Improving Action Abstraction for Imperfect Information Extensive-Form Games with Reinforcement Learningcited by 10
  9. 2018Monte Carlo Continual Resolving for Online Strategy Computation in Imperfect Information Gamescited by 7
  10. 2024Minimizing Weighted Counterfactual Regret with Optimistic Online Mirror Descentcited by 7
  11. 2026Effective, Efficient, and General Information Abstraction for Imperfect-Information Extensive-Form Gamescited by 7
  12. 2026Real-Time Parallel Counterfactual Regret Minimizationcited by 6
  13. 2026Correlated Chance Sampling for Monte Carlo Counterfactual Regret Minimizationcited by 6
  14. 2026PokerSkill: LLMs Can Play Expert-Level Poker without Training or Solverscited by 5
  15. 2026Agents That Certify Their Own Exploits: Confidence-Scheduled Restricted Responses for Safe Opponent Exploitationcited by 4
  16. 2019Limited Lookahead in Imperfect-Information Gamescited by 3
  17. 2026Parallelizing Counterfactual Regret Minimizationcited by 2
  18. 2026Solver-Guided Reasoning for Mixed-Equilibrium Strategiescited by 2
  19. 2026ICM Out! Better Tournament Strategy from Computed Continuations, vs. Solvers and LLMscited by 2
  20. 2025Solving Pasur Using GPU-Accelerated Counterfactual Regret Minimizationcited by 1
  21. 2026Abstraction Agentcited by 1

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