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arXiv:2004.09677cs.LG

Approximate exploitability: Learning a best response in large games

Finbarr Timbers, Nolan Bard, Edward Lockhart, Marc Lanctot, Martin Schmid, Neil Burch, Julian Schrittwieser, Thomas Hubert, Michael Bowling

Abstract

Researchers have demonstrated that neural networks are vulnerable to adversarial examples and subtle environment changes, both of which one can view as a form of distribution shift. To humans, the resulting errors can look like blunders, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. While valuable, such evaluation typically fails to evaluate robustness to worst-case outcomes. Prior research in computer poker has examined how to assess such worst-case performance, both exactly and approximately. Unfortunately, exact computation is infeasible with larger domains, and existing approximations rely on poker-specific knowledge. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, thereby approximating worst-case performance. We demonstrate the technique in several two-player zero-sum games against a variety of agents, including several AlphaZero-based agents.

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Journal reference
DOI
Subjects
cs.LGMachine Learning stat.MLMachine Learning (Statistics)

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    • An additional problem with this is that they use A3C here for trading. A3C is known to not be suitable for adversarial environments (e.g. board games, like Chess). I wrote a paper that demonstrated that A3C is as exploitable as a uniform random strategy in board games…

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