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Please use this identifier to cite or link to this item: http://arks.princeton.edu/ark:/88435/dsp01h702q9578
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dc.contributor.advisorBraverman, Mark-
dc.contributor.authorChung, William-
dc.date.accessioned2022-08-08T16:06:40Z-
dc.date.available2022-08-08T16:06:40Z-
dc.date.created2022-
dc.date.issued2022-08-08-
dc.identifier.urihttp://arks.princeton.edu/ark:/88435/dsp01h702q9578-
dc.description.abstractWe explore the various algorithms and methods used in solving, training and constructing bots for poker games. Due to the complexity of parameters in multiplayer No-Limit Texas Hold’em and limited resources, we address much simplified versions of poker games for reasoning and implementation. Nevertheless, these simplified versions encapsulate the fundamental characteristics—incomplete information, position, action streets, randomness, etc.— that need be addressed in much larger games and can be utilized to give further insight. We implement and train poker agents based on the counterfactual regret inimization algorithm to simulate fictious play and observe that we reach a state of -Nash equilibrium despite the absence of theoretical guarantees.en_US
dc.format.mimetypeapplication/pdf
dc.language.isoenen_US
dc.titleSolving Imperfect Information Games: Multiplayer Poker AIen_US
dc.typePrinceton University Senior Theses
pu.date.classyear2022en_US
pu.departmentComputer Scienceen_US
pu.pdf.coverpageSeniorThesisCoverPage
pu.contributor.authorid960961127
pu.mudd.walkinNoen_US
Appears in Collections:Computer Science, 1987-2023

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