Using double-oracle method and serialized alpha-beta search for pruning in simultaneous move games

  • Authors:
  • Branislav Bošanský;Viliam Lisý;Jiří Čermák;Roman Vítek;Michal Pěchouček

  • Affiliations:
  • Agent Technology Center, Dept. of Computer Science and Engineering, Faculty of Electrical Engineering, Czech Technical University in Prague;Agent Technology Center, Dept. of Computer Science and Engineering, Faculty of Electrical Engineering, Czech Technical University in Prague;Agent Technology Center, Dept. of Computer Science and Engineering, Faculty of Electrical Engineering, Czech Technical University in Prague;Agent Technology Center, Dept. of Computer Science and Engineering, Faculty of Electrical Engineering, Czech Technical University in Prague;Agent Technology Center, Dept. of Computer Science and Engineering, Faculty of Electrical Engineering, Czech Technical University in Prague

  • Venue:
  • IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
  • Year:
  • 2013

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Abstract

We focus on solving two-player zero-sum extensive-form games with perfect information and simultaneous moves. In these games, both players fully observe the current state of the game where they simultaneously make a move determining the next state of the game. We solve these games by a novel algorithm that relies on two components: (1) it iteratively solves the games that correspond to a single simultaneous move using a double-oracle method, and (2) it prunes the states of the game using bounds on the sub-game values obtained by the classical Alpha-Beta search on a serialized variant of the game. We experimentally evaluate our algorithm on the Goofspiel card game, a pursuit-evasion game, and randomly generated games. The results show that our novel algorithm typically provides significant running-time improvements and reduction in the number of evaluated nodes compared to the full search algorithm.