The paper Regret Minimization in Games with Incomplete Information introduces counterfactual regret and how minimizing counterfactual regret through self-play can be used to reach Nash equilibrium. The algorithm is called Counterfactual Regret Minimization (CFR).
The paper Monte Carlo Sampling for Regret Minimization in Extensive Games introduces Monte Carlo Counterfactual Regret Minimization (MCCFR), where we sample from the game tree and estimate the regrets.
We tried to keep our Python implementation easy-to-understand like a tutorial. We run it on a very simple imperfect information game called Kuhn poker.
We implement Monte Carlo Counterfactual Regret Minimization (MCCFR) with chance sampling (CS). It iteratively, explores part of the game tree by trying all player actions, but sampling chance events. Chance events are things like dealing cards; they are kept sampled once per iteration. Then it calculates, for each action, the regret of following the current strategy instead of taking that action. Then it updates the strategy based on these regrets for the next iteration, using regret matching. Finally, it computes the average of the strategies throughout the iterations, which is very close to the Nash equilibrium if we ran enough iterations.
We will first introduce the mathematical notation and theory.
A player is denoted by $i \in N$, where $N$ is the set of players.
History $h \in H$ is a sequence of actions including chance events, and $H$ is the set of all histories.
$Z \subseteq H$ is the set of terminal histories (game over).
Action $a$, $A(h) = {a: (h, a) \in H}$ where $h \in H$ is a non-terminal history.
Information set $I_i \in \mathcal{I}_i$ for player $i$ is similar to a history $h \in H$ but only contains the actions visible to player $i$. That is, the history $h$ will contain actions/events such as cards dealt to the opposing player while $I_i$ will not have them.
$\mathcal{I}_i$ is known as the information partition of player $i$.
$h \in I$ is the set of all histories that belong to a given information set; i.e. all those histories look the same in the eye of the player.
Strategy of player $i$, $\sigma_i \in \Sigma_i$ is a distribution over actions $A(I_i)$, where $\Sigma_i$ is the set of all strategies for player $i$. Strategy on $t$-th iteration is denoted by $\sigma^t_i$.
Strategy is defined as a probability for taking an action $a$ in for a given information set $I$,
$\sigma$ is the strategy profile which consists of strategies of all players $\sigma_1, \sigma_2, \ldots$
$\sigma_{-i}$ is strategies of all players except $\sigma_i$
$\pi^\sigma(h)$ is the probability of reaching the history $h$ with strategy profile $\sigma$. $\pi^\sigma(h)_{-i}$ is the probability of reaching $h$ without player $i$’s contribution; i.e. player $i$ took the actions to follow $h$ with a probability of $1$.
$\pi^\sigma(h)_{i}$ is the probability of reaching $h$ with only player $i$’s contribution. That is,
Probability of reaching a information set $I$ is,
The terminal utility is the utility (or pay off) of a player $i$ for a terminal history $h$.
where $h \in Z$
$u_i(\sigma)$ is the expected utility (payoff) for player $i$ with strategy profile $\sigma$.
Nash equilibrium is a state where none of the players can increase their expected utility (or payoff) by changing their strategy alone.
For two players, Nash equilibrium is a strategy profile where
$\epsilon$-Nash equilibrium is,
Regret is the utility (or pay off) that the player didn’t get because she didn’t follow the optimal strategy or took the best action.
Average overall regret for Player $i$ is the average regret of not following the optimal strategy in all $T$ rounds of iterations.
where $\sigma^t$ is the strategy profile of all players in iteration $t$, and
is the strategy profile $\sigma^t$ with player $i$’s strategy replaced with $\sigma^*_i$.
The average strategy is the average of strategies followed in each round, for all $I \in \mathcal{I}, a \in A(I)$
That is the mean regret of not playing with the optimal strategy.
If $R^T_i < \epsilon$ for all players then $\bar{\sigma}^T_i(I)(a)$ is a $2\epsilon$-Nash equilibrium.
Since $u_1 = -u_2$ because it’s a zero-sum game, we can add $R^T_1$ and $R^T_i$ and the second term will cancel out.
The average of utilities over a set of strategies is equal to the utility of the average strategy.
Therefore,
From the definition of $\max$,
Then,
This is $2\epsilon$-Nash equilibrium. You can similarly prove for games with more than 2 players.
So we need to minimize $R^T_i$ to get close to a Nash equilibrium.
Counterfactual value $\color{pink}{v_i(\sigma, I)}$ is the expected utility for player $i$ if if player $i$ tried to reach $I$ (took the actions leading to $I$ with a probability of $1$).
where $Z_I$ is the set of terminal histories reachable from $I$, and $z[I]$ is the prefix of $z$ up to $I$. $\pi^\sigma(z[I], z)$ is the probability of reaching z from $z[I]$.
Immediate counterfactual regret is,
where
where $\sigma |_{I \rightarrow a}$ is the strategy profile $\sigma$ with the modification of always taking action $a$ at information set $I$.
The paper proves that (Theorem 3),
where
The strategy is calculated using regret matching.
The regret for each information set and action pair $\color{orange}{R^T_i(I, a)}$ is maintained,
and the strategy is calculated with regret matching,
where $\color{orange}{R^{T,+}_i(I, a)} = \max \Big(\color{orange}{R^T_i(I, a)}, 0 \Big)$
The paper The paper Regret Minimization in Games with Incomplete Information proves that if the strategy is selected according to above equation $R^T_i$ gets smaller proportionate to $\frac{1}{\sqrt T}$, and therefore reaches $\epsilon$-Nash equilibrium.
Computing $\color{coral}{r^t_i(I, a)}$ requires expanding the full game tree on each iteration.
The paper Monte Carlo Sampling for Regret Minimization in Extensive Games shows we can sample from the game tree and estimate the regrets.
$\mathcal{Q} = {Q_1, \ldots, Q_r}$ is a set of subsets of $Z$ ($Q_j \subseteq Z$) where we look at only a single block $Q_j$ in an iteration. Union of all subsets spans $Z$ ($Q_1 \cap \ldots \cap Q_r = Z$). $q_j$ is the probability of picking block $Q_j$.
$q(z)$ is the probability of picking $z$ in current iteration; i.e. $q(z) = \sum_{j:z \in Q_j} q_j$ - the sum of $q_j$ where $z \in Q_j$.
Then we get sampled counterfactual value fro block $j$,
The paper shows that
with a simple proof.
Therefore we can sample a part of the game tree and calculate the regrets. We calculate an estimate of regrets
And use that to update $\color{orange}{R^T_i(I, a)}$ and calculate the strategy $\color{lightgreen}{\sigma_i^{T+1}(I)(a)}$ on each iteration. Finally, we calculate the overall average strategy $\color{cyan}{\bar{\sigma}^T_i(I)(a)}$.
Here is a Kuhn Poker implementation to try CFR on Kuhn Poker.
Let’s dive into the code!
317from typing import NewType, Dict, List, Callable, cast
318
319from labml import monit, tracker, logger, experiment
320from labml.configs import BaseConfigs, option
A player $i \in N$ where $N$ is the set of players
323Player = NewType('Player', int)
325Action = NewType('Action', str)
History $h \in H$ is a sequence of actions including chance events, and $H$ is the set of all histories.
This class should be extended with game specific logic.
328class History:
Whether it’s a terminal history; i.e. game over. $h \in Z$
339 def is_terminal(self):
344 raise NotImplementedError()
346 def terminal_utility(self, i: Player) -> float:
352 raise NotImplementedError()
Get current player, denoted by $P(h)$, where $P$ is known as Player function.
If $P(h) = c$ it means that current event is a chance $c$ event. Something like dealing cards, or opening common cards in poker.
354 def player(self) -> Player:
361 raise NotImplementedError()
Whether the next step is a chance step; something like dealing a new card. $P(h) = c$
363 def is_chance(self) -> bool:
368 raise NotImplementedError()
Sample a chance when $P(h) = c$.
370 def sample_chance(self) -> Action:
374 raise NotImplementedError()
Add an action to the history.
376 def __add__(self, action: Action):
380 raise NotImplementedError()
Get information set for the current player
382 def info_set_key(self) -> str:
386 raise NotImplementedError
Create a new information set for the current player
388 def new_info_set(self) -> 'InfoSet':
392 raise NotImplementedError()
Human readable representation
394 def __repr__(self):
398 raise NotImplementedError()
401class InfoSet:
Unique key identifying the information set
408 key: str
Total regret of not taking each action $A(I_i)$,
We maintain $T \color{orange}{R^T_i(I, a)}$ instead of $\color{orange}{R^T_i(I, a)}$ since $\frac{1}{T}$ term cancels out anyway when computing strategy $\color{lightgreen}{\sigma_i^{T+1}(I)(a)}$
425 regret: Dict[Action, float]
432 cumulative_strategy: Dict[Action, float]
Initialize
434 def __init__(self, key: str):
438 self.key = key
439 self.regret = {a: 0 for a in self.actions()}
440 self.cumulative_strategy = {a: 0 for a in self.actions()}
441 self.calculate_strategy()
Actions $A(I_i)$
443 def actions(self) -> List[Action]:
447 raise NotImplementedError()
Load information set from a saved dictionary
449 @staticmethod
450 def from_dict(data: Dict[str, any]) -> 'InfoSet':
454 raise NotImplementedError()
Save the information set to a dictionary
456 def to_dict(self):
460 return {
461 'key': self.key,
462 'regret': self.regret,
463 'average_strategy': self.cumulative_strategy,
464 }
Load data from a saved dictionary
466 def load_dict(self, data: Dict[str, any]):
470 self.regret = data['regret']
471 self.cumulative_strategy = data['average_strategy']
472 self.calculate_strategy()
Calculate current strategy using regret matching.
where $\color{orange}{R^{T,+}_i(I, a)} = \max \Big(\color{orange}{R^T_i(I, a)}, 0 \Big)$
474 def calculate_strategy(self):
493 regret = {a: max(r, 0) for a, r in self.regret.items()}
495 regret_sum = sum(regret.values())
if $\sum_{a’\in A(I)}\color{orange}{R^{T,+}_i(I, a’)} \gt 0$,
497 if regret_sum > 0:
500 self.strategy = {a: r / regret_sum for a, r in regret.items()}
Otherwise,
502 else:
$\lvert A(I) \rvert$
504 count = len(list(a for a in self.regret))
507 self.strategy = {a: 1 / count for a, r in regret.items()}
509 def get_average_strategy(self):
518 cum_strategy = {a: self.cumulative_strategy.get(a, 0.) for a in self.actions()}
522 strategy_sum = sum(cum_strategy.values())
If $\sum_{t=1}^T \pi_i^{\sigma^t}(I) > 0$,
524 if strategy_sum > 0:
528 return {a: s / strategy_sum for a, s in cum_strategy.items()}
Otherwise,
530 else:
$\lvert A(I) \rvert$
532 count = len(list(a for a in cum_strategy))
535 return {a: 1 / count for a, r in cum_strategy.items()}
Human readable representation
537 def __repr__(self):
541 raise NotImplementedError()
We do chance sampling (CS) where all the chance events (nodes) are sampled and all other events (nodes) are explored.
We can ignore the term $q(z)$ since it’s the same for all terminal histories since we are doing chance sampling and it cancels out when calculating strategy (common in numerator and denominator).
544class CFR:
$\mathcal{I}$ set of all information sets.
557 info_sets: Dict[str, InfoSet]
create_new_history
creates a new empty historyepochs
is the number of iterations to train on $T$n_players
is the number of players559 def __init__(self, *,
560 create_new_history: Callable[[], History],
561 epochs: int,
562 n_players: int = 2):
568 self.n_players = n_players
569 self.epochs = epochs
570 self.create_new_history = create_new_history
A dictionary for $\mathcal{I}$ set of all information sets
572 self.info_sets = {}
Tracker for analytics
574 self.tracker = InfoSetTracker()
Returns the information set $I$ of the current player for a given history $h$
576 def _get_info_set(self, h: History):
580 info_set_key = h.info_set_key()
581 if info_set_key not in self.info_sets:
582 self.info_sets[info_set_key] = h.new_info_set()
583 return self.info_sets[info_set_key]
This function walks the game tree.
h
is the current history $h$i
is the player $i$ that we are computing regrets ofpi_i
is
$\pi^{\sigma^t}_i(h)$pi_neg_i
is
$\pi^{\sigma^t}_{-i}(h)$It returns the expected utility, for the history $h$ where $Z_h$ is the set of terminal histories with prefix $h$
While walking the tee it updates the total regrets $\color{orange}{R^T_i(I, a)}$.
585 def walk_tree(self, h: History, i: Player, pi_i: float, pi_neg_i: float) -> float:
If it’s a terminal history $h \in Z$ return the terminal utility $u_i(h)$.
606 if h.is_terminal():
607 return h.terminal_utility(i)
If it’s a chance event $P(h) = c$ sample a and go to next step.
609 elif h.is_chance():
610 a = h.sample_chance()
611 return self.walk_tree(h + a, i, pi_i, pi_neg_i)
Get current player’s information set for $h$
614 I = self._get_info_set(h)
To store $\sum_{z \in Z_h} \pi^\sigma(h, z) u_i(z)$
616 v = 0
To store for each action $a \in A(h)$
620 va = {}
Iterate through all actions
623 for a in I.actions():
If the current player is $i$,
625 if i == h.player():
630 va[a] = self.walk_tree(h + a, i, pi_i * I.strategy[a], pi_neg_i)
Otherwise,
632 else:
637 va[a] = self.walk_tree(h + a, i, pi_i, pi_neg_i * I.strategy[a])
642 v = v + I.strategy[a] * va[a]
If the current player is $i$, update the cumulative strategies and total regrets
646 if h.player() == i:
Update cumulative strategies
651 for a in I.actions():
652 I.cumulative_strategy[a] = I.cumulative_strategy[a] + pi_i * I.strategy[a]
665 for a in I.actions():
666 I.regret[a] += pi_neg_i * (va[a] - v)
Update the strategy $\color{lightgreen}{\sigma^t(I)(a)}$
669 I.calculate_strategy()
Return the expected utility for player $i$,
673 return v
This updates the strategies for $T$ iterations.
675 def iterate(self):
Loop for epochs
times
683 for t in monit.iterate('Train', self.epochs):
Walk tree and update regrets for each player
685 for i in range(self.n_players):
686 self.walk_tree(self.create_new_history(), cast(Player, i), 1, 1)
Track data for analytics
689 tracker.add_global_step()
690 self.tracker(self.info_sets)
691 tracker.save()
Save checkpoints every $1,000$ iterations
694 if (t + 1) % 1_000 == 0:
695 experiment.save_checkpoint()
Print the information sets
698 logger.inspect(self.info_sets)
701class InfoSetTracker:
Set tracking indicators
707 def __init__(self):
711 tracker.set_histogram(f'strategy.*')
712 tracker.set_histogram(f'average_strategy.*')
713 tracker.set_histogram(f'regret.*')
Track the data from all information sets
715 def __call__(self, info_sets: Dict[str, InfoSet]):
719 for I in info_sets.values():
720 avg_strategy = I.get_average_strategy()
721 for a in I.actions():
722 tracker.add({
723 f'strategy.{I.key}.{a}': I.strategy[a],
724 f'average_strategy.{I.key}.{a}': avg_strategy[a],
725 f'regret.{I.key}.{a}': I.regret[a],
726 })
729class CFRConfigs(BaseConfigs):
733 create_new_history: Callable[[], History]
734 epochs: int = 1_00_000
735 cfr: CFR = 'simple_cfr'
Initialize CFR algorithm
738@option(CFRConfigs.cfr)
739def simple_cfr(c: CFRConfigs):
743 return CFR(create_new_history=c.create_new_history,
744 epochs=c.epochs)