no code implementations • NeurIPS 2012 • Neil Burch, Marc Lanctot, Duane Szafron, Richard G. Gibson
In this paper, we present a new MCCFR algorithm, Average Strategy Sampling (AS), that samples a subset of the player's actions according to the player's average strategy.
no code implementations • NeurIPS 2011 • Richard G. Gibson, Duane Szafron
Computing a good strategy in a large extensive form game often demands an extraordinary amount of computer memory, necessitating the use of abstraction to reduce the game size.