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Safe and Nested Subgame Solving for Imperfect-Information Games

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arxiv 1705.02955 v3 pith:FUCGHNQR submitted 2017-05-08 cs.AI cs.GT

classification cs.AIcs.GT
keywords subgamegamesolvinggamesstrategytechniquesactionfirst
verification ladder T0 review T1 audit T2 compute T3 formal
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In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole, unlike perfect-information games. Nevertheless, it is possible to first approximate a solution for the whole game and then improve it by solving individual subgames. This is referred to as subgame solving. We introduce subgame-solving techniques that outperform prior methods both in theory and practice. We also show how to adapt them, and past subgame-solving techniques, to respond to opponent actions that are outside the original action abstraction; this significantly outperforms the prior state-of-the-art approach, action translation. Finally, we show that subgame solving can be repeated as the game progresses down the game tree, leading to far lower exploitability. These techniques were a key component of Libratus, the first AI to defeat top humans in heads-up no-limit Texas hold'em poker.

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Cited by 2 Pith papers

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  1. A Theory of Inference Compute Scaling: Reasoning through Directed Stochastic Skill Search

    cs.LG 2025-06 conditional novelty 6.0 of 10

    A skill-graph random-walk model gives closed-form accuracy-versus-compute formulas for four reasoning strategies and connects them to training scaling.

  2. Safety Game: Inference-Time Alignment of Black-Box LLMs via Constrained Optimization

    cs.LG 2025-10 reject novelty 4.0 of 10

    A linear-programming 'safety game' selects among LLM candidate answers to maximize helpfulness under a self-reported risk cap, improving safety-benchmark accuracy over reranking baselines in multiple-choice settings.

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