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Roy Fox

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Published work

7 published item(s)

preprint2026arXiv

Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games

Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.

preprint2022arXiv

Anytime PSRO for Two-Player Zero-Sum Games

Policy space response oracles (PSRO) is a multi-agent reinforcement learning algorithm that has achieved state-of-the-art performance in very large two-player zero-sum games. PSRO is based on the tabular double oracle (DO) method, an algorithm that is guaranteed to converge to a Nash equilibrium, but may increase exploitability from one iteration to the next. We propose anytime double oracle (ADO), a tabular double oracle algorithm for 2-player zero-sum games that is guaranteed to converge to a Nash equilibrium while decreasing exploitability from one iteration to the next. Unlike DO, in which the restricted distribution is based on the restricted game formed by each player's strategy sets, ADO finds the restricted distribution for each player that minimizes its exploitability against any policy in the full, unrestricted game. We also propose a method of finding this restricted distribution via a no-regret algorithm updated against best responses, called RM-BR DO. Finally, we propose anytime PSRO (APSRO), a version of ADO that calculates best responses via reinforcement learning. In experiments on Leduc poker and random normal form games, we show that our methods achieve far lower exploitability than DO and PSRO and decrease exploitability monotonically.

preprint2022arXiv

Learning to Query Internet Text for Informing Reinforcement Learning Agents

Generalization to out of distribution tasks in reinforcement learning is a challenging problem. One successful approach improves generalization by conditioning policies on task or environment descriptions that provide information about the current transition or reward functions. Previously, these descriptions were often expressed as generated or crowd sourced text. In this work, we begin to tackle the problem of extracting useful information from natural language found in the wild (e.g. internet forums, documentation, and wikis). These natural, pre-existing sources are especially challenging, noisy, and large and present novel challenges compared to previous approaches. We propose to address these challenges by training reinforcement learning agents to learn to query these sources as a human would, and we experiment with how and when an agent should query. To address the \textit{how}, we demonstrate that pretrained QA models perform well at executing zero-shot queries in our target domain. Using information retrieved by a QA model, we train an agent to learn \textit{when} it should execute queries. We show that our method correctly learns to execute queries to maximize reward in a reinforcement learning setting.

preprint2022arXiv

Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games

In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.

preprint2022arXiv

XDO: A Double Oracle Algorithm for Extensive-Form Games

Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games. Experiment code is available at https://github.com/indylab/nxdo.

preprint2021arXiv

Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games

Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable general method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of $10^{50}$. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots. Experiment code is available athttps://github.com/JBLanier/pipeline-psro.

preprint2019arXiv

Hierarchical Variational Imitation Learning of Control Programs

Autonomous agents can learn by imitating teacher demonstrations of the intended behavior. Hierarchical control policies are ubiquitously useful for such learning, having the potential to break down structured tasks into simpler sub-tasks, thereby improving data efficiency and generalization. In this paper, we propose a variational inference method for imitation learning of a control policy represented by parametrized hierarchical procedures (PHP), a program-like structure in which procedures can invoke sub-procedures to perform sub-tasks. Our method discovers the hierarchical structure in a dataset of observation-action traces of teacher demonstrations, by learning an approximate posterior distribution over the latent sequence of procedure calls and terminations. Samples from this learned distribution then guide the training of the hierarchical control policy. We identify and demonstrate a novel benefit of variational inference in the context of hierarchical imitation learning: in decomposing the policy into simpler procedures, inference can leverage acausal information that is unused by other methods. Training PHP with variational inference outperforms LSTM baselines in terms of data efficiency and generalization, requiring less than half as much data to achieve a 24% error rate in executing the bubble sort algorithm, and to achieve no error in executing Karel programs.