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In poker, an "out" is defined as any card that will improve your hand to a winner. The cards are revealed to find that your opponent flopped two pair and you're. Zynga Poker (Deutsch). Gefällt Mal. Spiele jetzt Zynga Poker! --> http://audman.co Hey poker fans! Check out this HOT presentation of our drift car pilot Ilya Arhipov! Ilya shares his impressions about this season's drift racing series! Still more. Poker Boyaa De. Poker Boyaa. Mehr anzeigen. CommunityAlle ansehen. Highlights info row image. Personen gefällt das. Highlights info row image. ABOUT DEUTSCH TEXAS HOLD'EM. Poker Boyaa De. Poker Boyaa. See More. CommunitySee All. Highlights info row image. 14,, people like this.
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Selected Region Global. Texas Holdem Most popular poker game in the world among casual and pro players How to Start Playing Texas Hold'em: Easy to get started because of simple rules and instant fun.
The most professional tournaments are Texas Hold'em. To improve your skills, you should read strategy articles. Get the Poker History Overview.
Easy game to bluff. Play two of the most commonly spread variations, Omaha High and Omaha 8-or-better. Learn About Omaha Omaha Strategy. Seven-card stud does not involve a flop.
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No other game embodies the challenge of hidden information quite like poker, where each player has information his or her cards that the others lack.
A successful poker AI must reason about this hidden information and carefully balance its strategy to remain unpredictable while still picking good actions.
For example, bluffing occasionally can be effective, but always bluffing would be too predictable and would likely result in losing a lot of money.
It is therefore necessary to carefully balance the probability with which one bluffs with the probability that one bets with strong hands.
In other words, the value of an action in an imperfect-information game is dependent on the probability with which it is chosen and on the probability with which other actions are chosen.
In contrast, in perfect-information games, players need not worry about balancing the probabilities of actions; a good move in chess is good regardless of the probability with which it is chosen.
Adding additional players in poker, however, increases the complexity of the game exponentially. Those previous techniques could not scale to six-player poker even with 10,x as much compute.
Pluribus uses new techniques that can handle this challenge far better than anything that came before. The core of Pluribus's strategy was computed via self-play, in which the AI plays against copies of itself, without any human gameplay data used as input.
The AI starts from scratch by playing randomly and gradually improves as it determines which actions, and which probability distribution over those actions, lead to better outcomes against earlier versions of its strategy.
At the start of the iteration, MCCFR simulates a hand of poker based on the current strategy of all players which is initially completely random.
Once the simulated hand is completed, the algorithm reviews each decision the traverser made and investigates how much better or worse it would have done by choosing the other available actions instead.
Next, the AI assesses the merits of each hypothetical decision that would have been made following those other available actions, and so on.
In Pluribus, this traversal is actually done in a depth-first manner for optimization purposes. Exploring other hypothetical outcomes is possible because the AI is playing against copies of itself.
If the AI wants to know what would have happened if some other action had been chosen, then it need only ask itself what it would have done in response to that action.
The difference between what the traverser would have received for choosing an action versus what the traverser actually achieved in expectation on the iteration is added to the counterfactual regret for the action.
At the end of the iteration, the traverser's strategy is updated so that actions with higher counterfactual regret are chosen with higher probability.
To reduce the complexity of the game, we ignore some actions and also bucket similar decision points together in a process called abstraction.
After abstraction, the bucketed decision points are treated as identical. Pluribus's self-play outputs what we refer to as the blueprint strategy for the entire game.
During actual play, Pluribus improves upon this blueprint strategy using its search algorithm. But Pluribus does not adapt its strategy to the observed tendencies of its opponents.
Performance is measured against the final snapshot of training. We do not use search in these comparisons. Typical human and top human performance are estimated based on discussions with human professionals.
We trained the blueprint strategy for Pluribus in eight days on a core server and required less than GB of RAM.
No GPUs were used. This is in sharp contrast to other recent AI breakthroughs, including those involving self-play in games, which commonly cost millions of dollars to train.
We are able to achieve superhuman performance at such a low computational cost because of algorithmic improvements, which are discussed below.
A more efficient, more effective search strategy. The blueprint strategy is necessarily coarse-grained because of the size and complexity of no-limit Texas Hold'em.
During actual play, Pluribus improves upon the blueprint strategy by conducting real-time search to determine a better, finer-grained strategy for its particular situation.
AI bots have used real-time search in many perfect-information games, including backgammon two-ply search , chess alpha-beta pruning search , and Go Monte Carlo tree search.
For example, when determining their next move, chess AIs commonly look some number of moves ahead until a leaf node is reached at the depth limit of the algorithm's lookahead.
This weakness leads the search algorithms to produce brittle, unbalanced strategies that the opponents can easily exploit.
AI bots were previously unable to solve this challenge in a way that can scale to six-player poker. Pluribus instead uses an approach in which the searcher explicitly considers that any or all players may shift to different strategies beyond the leaf nodes of a subgame.
Specifically, rather than assuming all players play according to a single fixed strategy beyond the leaf nodes which results in the leaf nodes having a single fixed value , we instead assume that each player may choose among four different strategies to play for the remainder of the game when a leaf node is reached.
One of the four continuation strategies we use in Pluribus is the precomputed blueprint strategy; another is a modified form of the blueprint strategy in which the strategy is biased toward folding; another is the blueprint strategy biased toward calling; and the final option is the blueprint strategy biased toward raising.
This technique results in the searcher finding a more balanced strategy that produces stronger overall performance, because choosing an unbalanced strategy e.
If a player never bluffs, her opponents would know to always fold in response to a big bet. To cope, Pluribus tracks the probability it would have reached the current situation with each possible hand according to its strategy.
Regardless of which hand Pluribus is actually holding, it will first calculate how it would act with every possible hand — being careful to balance its strategy across all the hands so it remains unpredictable to the opponent.
Once this balanced strategy across all hands is computed, Pluribus then executes an action for the hand it is actually holding.
When playing, Pluribus runs on two CPUs. Pluribus also uses less than GB of memory. The amount of time Pluribus takes to search on a single subgame varies between one second and 33 seconds depending on the particular situation.
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Sign up to get all the updates it only takes 30 seconds. User Account Sign in. Use your social profile to sign in faster.
Or use your PokerNews account: Bad username or password Sign in. Selected Region Global. Texas Holdem Most popular poker game in the world among casual and pro players How to Start Playing Texas Hold'em: Easy to get started because of simple rules and instant fun.
The most professional tournaments are Texas Hold'em. To improve your skills, you should read strategy articles.
Get the Poker History Overview. Hidden information in a more complex environment. No other game embodies the challenge of hidden information quite like poker, where each player has information his or her cards that the others lack.
A successful poker AI must reason about this hidden information and carefully balance its strategy to remain unpredictable while still picking good actions.
For example, bluffing occasionally can be effective, but always bluffing would be too predictable and would likely result in losing a lot of money.
It is therefore necessary to carefully balance the probability with which one bluffs with the probability that one bets with strong hands.
In other words, the value of an action in an imperfect-information game is dependent on the probability with which it is chosen and on the probability with which other actions are chosen.
In contrast, in perfect-information games, players need not worry about balancing the probabilities of actions; a good move in chess is good regardless of the probability with which it is chosen.
Adding additional players in poker, however, increases the complexity of the game exponentially. Those previous techniques could not scale to six-player poker even with 10,x as much compute.
Pluribus uses new techniques that can handle this challenge far better than anything that came before. The core of Pluribus's strategy was computed via self-play, in which the AI plays against copies of itself, without any human gameplay data used as input.
The AI starts from scratch by playing randomly and gradually improves as it determines which actions, and which probability distribution over those actions, lead to better outcomes against earlier versions of its strategy.
At the start of the iteration, MCCFR simulates a hand of poker based on the current strategy of all players which is initially completely random.
Once the simulated hand is completed, the algorithm reviews each decision the traverser made and investigates how much better or worse it would have done by choosing the other available actions instead.
Next, the AI assesses the merits of each hypothetical decision that would have been made following those other available actions, and so on.
In Pluribus, this traversal is actually done in a depth-first manner for optimization purposes. Exploring other hypothetical outcomes is possible because the AI is playing against copies of itself.
If the AI wants to know what would have happened if some other action had been chosen, then it need only ask itself what it would have done in response to that action.
The difference between what the traverser would have received for choosing an action versus what the traverser actually achieved in expectation on the iteration is added to the counterfactual regret for the action.
At the end of the iteration, the traverser's strategy is updated so that actions with higher counterfactual regret are chosen with higher probability.
To reduce the complexity of the game, we ignore some actions and also bucket similar decision points together in a process called abstraction.
After abstraction, the bucketed decision points are treated as identical. Pluribus's self-play outputs what we refer to as the blueprint strategy for the entire game.
During actual play, Pluribus improves upon this blueprint strategy using its search algorithm. But Pluribus does not adapt its strategy to the observed tendencies of its opponents.
Performance is measured against the final snapshot of training. We do not use search in these comparisons.
Typical human and top human performance are estimated based on discussions with human professionals.
We trained the blueprint strategy for Pluribus in eight days on a core server and required less than GB of RAM. No GPUs were used. This is in sharp contrast to other recent AI breakthroughs, including those involving self-play in games, which commonly cost millions of dollars to train.
We are able to achieve superhuman performance at such a low computational cost because of algorithmic improvements, which are discussed below.
A more efficient, more effective search strategy. The blueprint strategy is necessarily coarse-grained because of the size and complexity of no-limit Texas Hold'em.
During actual play, Pluribus improves upon the blueprint strategy by conducting real-time search to determine a better, finer-grained strategy for its particular situation.
AI bots have used real-time search in many perfect-information games, including backgammon two-ply search , chess alpha-beta pruning search , and Go Monte Carlo tree search.
For example, when determining their next move, chess AIs commonly look some number of moves ahead until a leaf node is reached at the depth limit of the algorithm's lookahead.
This weakness leads the search algorithms to produce brittle, unbalanced strategies that the opponents can easily exploit. AI bots were previously unable to solve this challenge in a way that can scale to six-player poker.
Pluribus instead uses an approach in which the searcher explicitly considers that any or all players may shift to different strategies beyond the leaf nodes of a subgame.
Specifically, rather than assuming all players play according to a single fixed strategy beyond the leaf nodes which results in the leaf nodes having a single fixed value , we instead assume that each player may choose among four different strategies to play for the remainder of the game when a leaf node is reached.
One of the four continuation strategies we use in Pluribus is the precomputed blueprint strategy; another is a modified form of the blueprint strategy in which the strategy is biased toward folding; another is the blueprint strategy biased toward calling; and the final option is the blueprint strategy biased toward raising.
This technique results in the searcher finding a more balanced strategy that produces stronger overall performance, because choosing an unbalanced strategy e.
If a player never bluffs, her opponents would know to always fold in response to a big bet. To cope, Pluribus tracks the probability it would have reached the current situation with each possible hand according to its strategy.
Regardless of which hand Pluribus is actually holding, it will first calculate how it would act with every possible hand — being careful to balance its strategy across all the hands so it remains unpredictable to the opponent.
Once this balanced strategy across all hands is computed, Pluribus then executes an action for the hand it is actually holding.
When playing, Pluribus runs on two CPUs. Pluribus also uses less than GB of memory. The amount of time Pluribus takes to search on a single subgame varies between one second and 33 seconds depending on the particular situation.
On average, Pluribus plays twice as fast as typical human pros: 20 seconds per hand when playing against copies of itself in six-player poker.
We evaluated Pluribus by playing against a group of elite human professionals. When AI systems have played humans in other benchmark games, the machine has sometimes performed well at first, but it eventually lost as the human player discovered its vulnerabilities.
For an AI to master a game, it must show it can also win, even when the human opponents have time to adapt.
Our matches involved thousands of poker hands over the course of several days, giving the human experts ample time to search for weaknesses and adapt.
This is the interface used during the experiment with Pluribus and the professional players. There were two formats for the experiment: five humans playing with one AI at the table, and one human playing with five copies of the AI at the table.
In each case, there were six players at the table with 10, chips at the start of each hand. The small blind was 50 chips, and the big blind was chips.
Although poker is a game of skill, there is an extremely large luck component as well. It is common for top professionals to lose money even over the course of 10, hands of poker simply because of bad luck.
To reduce the role of luck, we used a version of the AIVAT variance reduction algorithm, which applies a baseline estimate of the value of each situation to reduce variance while still keeping the samples unbiased.
For example, if the bot is dealt a really strong hand, AIVAT will subtract a baseline value from its winnings to counter the good luck.
This adjustment allowed us to achieve statistically significant results with roughly 10x fewer hands than would normally be needed.
In this experiment, 10, hands of poker were played over 12 days. Each day, five volunteers from the pool of professionals were selected to participate.
This result exceeds the rate at which professional players typically expect to win when playing against a mix of both professional and amateur players.
It is important to note, however, that Pluribus is intended to be a tool for AI research and that we are using poker only as a way to benchmark AI progress in imperfect-information multi-agent interactions relative to top human ability.
This experiment was conducted with Ferguson, Elias, and Linus Loeliger. The experiment involving Loeliger was completed after the final version of the Science paper was submitted.
Each human played 5, hands of poker with five copies of Pluribus at the table. Pluribus does not adapt its strategy to its opponents, so intentional collusion among the bots was not an issue.
In aggregate, the humans lost by 2. Elias was down 4. The straight line shows actual results, and the dotted lines show one standard deviation.
Because Pluribus's strategy was determined entirely from self-play without any human data, it also provides an outside perspective on what optimal play should look like in multi-player no-limit Texas Hold'em.
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