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Approximate exploitability: Learning a best response in large games

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arxiv 2004.09677 v5 pith:7AAOBRT5 submitted 2020-04-20 cs.LG stat.ML

classification cs.LGstat.ML
keywords agentsgameslearningworst-caseagentbestevaluationoutcomes
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Researchers have demonstrated that neural networks are vulnerable to adversarial examples and subtle environment changes, both of which one can view as a form of distribution shift. To humans, the resulting errors can look like blunders, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. While valuable, such evaluation typically fails to evaluate robustness to worst-case outcomes. Prior research in computer poker has examined how to assess such worst-case performance, both exactly and approximately. Unfortunately, exact computation is infeasible with larger domains, and existing approximations rely on poker-specific knowledge. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, thereby approximating worst-case performance. We demonstrate the technique in several two-player zero-sum games against a variety of agents, including several AlphaZero-based agents.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. FootsiesGym: A Fighting Game Benchmark for Two-Player Zero-Sum Imperfect-Information Games

    cs.AI 2026-07 accept novelty 5.0 of 10

    FootsiesGym is an open-source, vectorized fighting-game benchmark for two-player zero-sum imperfect-information RL that isolates non-transitive neutral-game dynamics while remaining tractable on standard hardware.

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