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Title: Single Deep Counterfactual Regret Minimization

Paper content:
Counterfactual Regret Minimization (CFR) is the most successful algorithm for finding approximate Nash equilibria in imperfect information games.
However, CFR's reliance on full game-tree traversals limits its scalability and generality.
Therefore, the game's state- and action-space is often abstracted (i.e. simplified) for CFR, and the resulting strategy is then mapped back to the full game.
This requires extensive expert-knowledge, is not practical in many games outside of poker, and often converges to highly exploitable policies.
A recently proposed method, Deep CFR, applies deep learning directly to CFR, allowing the agent to intrinsically abstract and generalize over the state-space from samples, without requiring expert knowledge.
In this paper, we introduce Single Deep CFR (SD-CFR), a variant of Deep CFR that has a lower overall approximation error by avoiding the training of an average strategy network.
We show that SD-CFR is more attractive from a theoretical perspective and empirically outperforms Deep CFR with respect to exploitability and one-on-one play in poker.
In perfect information games, players usually seek to play an optimal deterministic strategy.
In contrast, sound policy optimization algorithms for imperfect information games converge towards a Nash equilibrium, a distributional strategy characterized by minimizing the losses against a worst-case opponent.
The most popular family of algorithms for finding such equilibria is Counterfactual Regret Minimization (CFR) (Zinkevich et al., 2008) .
Conventional CFR methods iteratively traverse the game-tree to improve the strategy played in each state.
For instance, CFR + (Tammelin, 2014), a fast variant of CFR, was used to solve two-player Limit Texas Hold'em Poker (Bowling et al., 2015; Tammelin et al., 2015) , a variant of poker frequently played by humans.
However, the scalability of such tabular CFR methods is limited since they need to visit a given state to update the policy played in it.
In games too large to fully traverse, practitioners hence often employ domain-specific abstraction schemes (Ganzfried & Sandholm, 2014; Brown et al., 2015) that can be mapped back to the full game after training has finished.
Unfortunately, these techniques have been shown to lead to highly exploitable policies in the large benchmark game Heads-Up No-Limit Texas Hold'em Poker (HUNL) (Lisy & Bowling, 2016) and typically require extensive expert knowledge.
To address these two problems, researchers started to augment CFR with neural network function approximation, first resulting in DeepStack (Moravčík et al., 2017) .
Concurrently with Libratus , DeepStack was one of the first algorithms to defeat professional poker players in HUNL, a game consisting of 10 160 states and thus being far too large to fully traverse.
While tabular CFR has to visit a state of the game to update its policy in it, a parameterized policy may be able to play an educated strategy in states it has never seen before.
Purely parameterized (i.e. non-tabular) policies have led to great breakthroughs in AI for perfect information games (Mnih et al., 2015; Schulman et al., 2017; Silver et al., 2017) and were recently also applied to large imperfect information games by Deep CFR to mimic a variant of tabular CFR from samples.
Deep CFR's strategy relies on a series of two independent neural approximations.
In this paper, we introduce Single Deep CFR (SD-CFR), a simplified variant of Deep CFR that obtains its final strategy after just one neural approximation by using what Deep CFR calls value networks directly instead of training an additional network to approximate the weighted average strategy.
This reduces the overall sampling-and approximation error and makes training more efficient.
We show experimentally that SD-CFR improves upon the convergence of Deep CFR in poker games and outperforms Deep CFR in one-one-one matches.
We introduced Single Deep CFR (SD-CFR), a new variant of CFR that uses function approximation and partial tree traversals to generalize over the game's state space.
In contrast to previous work, SD-CFR extracts the average strategy directly from a buffer of value networks from past iterations.
We show that SD-CFR is more attractive in theory and performs much better in practise than Deep CFR.

assistant: text: Better Deep Reinforcement Learning algorithm to approximate Counterfactual Regret Minimization