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Humans Can Still Out-Bluff Machines
Posted by
Zonk
on Thu Jul 26, 2007 03:10 PM
from the for-now dept.
from the for-now dept.
Pcol writes "The New York Times reports that in a poker game this week between man and machine, a program called Polaris fought a close match, but lost to two well-known professional poker players. Designing a poker playing algorithm is a different and more difficult challenge for software designers than chess and checkers because of uncertainties introduced by the hidden cards held by each player and difficult-to-quantify risk-taking behaviors such as bluffing. The game-tree approach doesn't work in poker because in many situations there is no one best move and a top-notch player adapts his play over time, exploiting his opponent's behavior. Polaris build a series of "bots" that have differing personalities or styles of play, ranging from aggressive to passive. Researchers monitored the performance of three bots and then moved them in and out of the lineup like football players."
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Humans Can Still Out-Bluff Machines
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Not harder than chess (Score:2, Informative)
Re:Not harder than chess (Score:5, Insightful)
(http://www.themeuge.com/)
Hold'em is all about betting - if, when, and how much. And THAT you determine by the behavior of your opponent. It's not a strategy game, but a psychological exercise.
Re:Not harder than chess (Score:5, Interesting)
Re:Not harder than chess (Score:5, Insightful)
(http://www.fuckyouclown.com/)
So, then the play comes down to responding to how the other person is playing. And the edge goes to the one that can safely be unreadable/unpredictable/inconsistent.
Now, obviously if you can't figure out any of the statistics involved in a hand you will always get your ass handed to you in the long run by a player/machine that can do the most rudimentary calculation.
Re:Not harder than chess (Score:4, Informative)
(Last Journal: Friday October 05, @02:20PM)
You'd be wrong. I made my living for two years playing PLO almost exclusively, at a high level (fuck you UIGEA and everyone who voted for you). The general consensus among students of the game is that PLO is one of the least psychological games played. The lack of bluffing being the major reason. Bluffing occurs, but the very same reason you cite as making it more psychological is why you're wrong the number of hands played. Playing such a large number of hand (50% is insane, and I challenge you to show me some poker tracker stats of someone who wins playing 50% of their hands long term). In fact, if a computer were to win consistently, I think PLO is a game that it would play.
"I don't think there's a difference between statistical knowledge and psychology."
Then let me learn you up. Let's use PLO. I have A-A-10-J double suited. I raise pot preflop. A VERY tight player reraises, and I call. Flop come K-K-K. Against an aggro player, I can reasonably infer that my 2nd nuts is good. Against Mr. Tighty, who I have seen reraise only with large suited pairs (KKJQ, QQJ10) or rundown hands (9-10-J-Q, 10-J-Q-K) I know within a certain range what he's holding, with some certainty. I am first to act, I check, he bets, I raise, and Mr. Tighty RERAISES. Based on my assessment of his likely behavior (psychology) I can reasonably infer that he has the K. Statistically, you NEVER lay down K's full of A's, but when your read (psychology) is good and the opponent is uncreative and direct (psychology) you lay it down.
Statistically the correct play is to put it all in if you can, but by understanding the other players decision making process (psychology) you can find a fold.
You're wrong again
Re:Not harder than chess (Score:4, Informative)
Re:Not harder than chess (Score:4, Interesting)
You: Pair of 2's, check
Him: Ace-high, all-in
Now do you call or fold? You have the better hand here. If you knew what your opponent had you would definitely call. But since you are playing the odds, you decide to fold because you calculated you have a 30% of winning, which also means you have a 70% of losing. This is why playing the odds will cause you to lose. This is why it is the "psychological exercise" that the grandparent said it was.
Re:Not harder than chess (Score:4, Informative)
(http://www.seriouspoker.com/)
In limit games against unskilled opponents, you're right. In other games, the psychology is much more important. And in fact, if you want to do the probabilities right, you need the psychology. There's almost no hand of interest you can analyze properly without an estimate of some quantity like "the probability this bozo would make that raise in this situation." Is it statistical analysis or psychology? Is it the sugar or the stirring?
Re:Not harder than chess (Score:5, Informative)
The other situation to try it in is a squeeze play- if you have a raise and a call behind you, you have a very tight table image, and you think they don't have good hands. A raise, especially an all in raise, is signaling an extremely good hand. From a tight player, this must be respected. You can get both players to fold here if they don't have premium hands (AK, QQ-AA). This is a high risk move though, and you must have been playing extremely tight, versus people capable of laying down a good hand, to try it.
yea well (Score:5, Funny)
Only expert players .... (Score:5, Interesting)
(http://slashdot.org/)
I have a sneaking suspicion that, for the vast majority of players, the computer is gonna kick your ass quite handily.
For the same reasons, I suspect that everyone who wasn't at the level of Kasparov would have gotten their asses handed to them in a game of chess against older versions of computers which couldn't yet beat him.
This, of course, begs the question of how long it will take for the on-line casinos to start putting poker playing bots into the mix to skew the odds even further to the house. I mean, if you have a computer program which will beat everyone else, why not just dial it down so it only wins 30% of the time or so and nobody will be any wiser.
Cheers
Hang on a Minute... (Score:5, Informative)
Is that really true?! It seems very counterintuitive.
Certainly there's nothing special in general about games involving bluff. One of Von Neumann's first game theory case studies involved a simplified version of poker precisely to demonstrate how to automate bluffing.
Re:Hang on a Minute... (Score:5, Informative)
Looks like it'll be this way. . . (Score:2, Insightful)
probability (Score:2)
True measure of intelligence (Score:1)
How far we've come. (Score:5, Funny)
(http://robvincent.net/ | Last Journal: Tuesday October 09, @01:55PM)
Eliza: What does that suggest to you?
Dealer: It suggests I'm giving you your cards.
Eliza: We can talk about me later. Now back to you...
Guest: Here you go.
Eliza: So you feel I go...
Guest: Um.. yeah. How many cards do you want?
Eliza: What else comes to mind when you ask that?
Dealer: You need to give me whatever cards you want to exchange.
Eliza: I see. Tell me more.
Dealer: Um.. so you can get a better hand?
Eliza: We were discussing you--not me.
Dealer: Do you have any interest in playing this game?
Eliza: Oh, I have any interest in playing this game?
Dealer: That's it, I quit! Go find someone else to torture!
Eliza: That would't help much, now, would it?
Minimax (Score:2)
I believe that the summary is referring to a "minimax" tree here. In a perfect information game (which most forms of poker technically are), you can construct a tree, each tier of which contains every possible "move" that the active player can make during that turn (each of these "moves" are nodes of the tree). Each node is assigned a value based on the strength of the "move" it represents; generally, this value is based on how many of the child paths for that node result in a victory (this is the part that is hard to quantify in poker, as a "move" can be defined as receiving your cards, having more cards revealed, betting, calling, etc.). From this tree, you can determine the best possible course of action for a given player, giving them the best possible chance of winning.
Unfortunately, with games such as poker that contain hidden information (i.e. each players' cards), the number of possibilities for a given tier of the tree increases exponentially, as it has to take into account every possible combination of cards that any given player might be holding, not to mention the fact that the concept of bluffing completely throws off the assignment of a "strength" value to any given node in the tree.
Once again, the computer cheats (Score:2)
(http://www.evolt.org/)
(Or rather, the people using the computer cheat.)
From one of the rounds of human-computer chess matches of recent years, I remember something about the computer analyzing previous games played by the human opponent, while the human was given no such background on the computer. Studying an opponent's history of play is accepted; the issue here is one side had this aid while the other did not.
Anyway, in this case,
The human can change style of play based on the situation and the opponents, especially in reaction to the opponenets style of play, but we're still talking about one person. In this case, the match is between a person--a single physical entity tied to a single logical entity--and a computer running many agents--sounds like a single physical entity but many logical ones. Doesn't seem quite fair.
I'm sure contests like this are lots of fun, but for this to be a serious contest, either the programmers need to come up with a single bot that can adjust its style of play, or we find a human with split personalities that are all expert poker players with different styles.
I'm stupefied (Score:2)
What the article misses is that if there was an actual android having camera eyes and being allowed to use its full processing power, it'd simply count the cards and beat every single damn time.
But sure, introduce noise and win sometimes if it makes you better. They gotta introduce dice rolling in chess as well:
"Haha, HAL, you threw an even number, which means I take your queen for no reason at all and you can't do anything about it!"
Can we really? (Score:2)
(http://www.fodors.org/)
Playing the long-con.
stratego, l'attaque, dover patrol, tri-tactics etc (Score:4, Insightful)
(Last Journal: Wednesday August 20 2003, @10:39PM)
H.
Obligatory go reference (Score:1, Insightful)
In any discussion of humans vs. computers, it is almost obligatory to mention that computers are really lousy at the game Go [wikipedia.org].
Not to say that this isn't interesting, but people and computers process information very differently and something things that are trivial for a computer (ie 38209138291/832903821938) are very hard for people and vice-versa.
I guess that I bring that up only because it seems that there is often a sense of "we people are still so much smarter than computers," which is largely just a bunch of BS. After all, as any programmer knows, the best computer program is only as smart as the people who wrote it. Certainly, it is interesting to study because it (maybe) helps us understand cognition a bit better, and it (certainly) helps us make computers do more interesting things. I just get sick of the sensationalism every time a human can "out-think" a computer.
More info on Polaris (Score:2)
(http://bekolay.org/ | Last Journal: Sunday July 01, @03:52AM)
Chance elements make this hard to judge (Score:2, Informative)
(Last Journal: Friday January 09 2004, @05:29PM)
You can flip a coin 5 times and all 5 might be heads... doesn't mean that heads will always win. That's chance. That's poker, even if the pros and the weekend wannabes try to argue otherwise.
Environmental Sensors (Score:5, Interesting)
Limit Holdem (Score:5, Informative)
(http://www.jonaskaplan.com/ | Last Journal: Friday April 09 2004, @03:10AM)
Real life poker has more factors to it (Score:2)
(http://www.insidebet.com/)
If you play on the internet, you rely solely on these three factors, but today's poker celebrities also rely on psyching the opponent and reveal tells. If the bot was capable of emotions as well as reading its opponents emotions, this would be far more interesting.
In the meantime, congress doesn't believe poker is a game of skill.
The TV Poker is more about luck than skills? (Score:1)
emergent behavior (Score:2)
(http://www.solussd.com/)
this isn't man vs machine (Score:2)
(http://www.theoverprivileged.com/)
until we approach digital sentience that's all we're really doing, isn't it?
Well, in that case... (Score:4, Funny)
The problem is the software (Score:2)
Not a surprise: Evolved brains surely better (Score:2)
(http://www.karastathis.org/ | Last Journal: Tuesday April 05 2005, @07:51PM)
The computers weren't really playing... (Score:2, Insightful)
So in a sense the computer wasn't really playing anyhow. I suspect that deciding which bots to move in and out is another skill that humans are better at than computers.
Humans Can Still Out-Bluff Machines (Score:5, Funny)
Second day was not a fair competition (Score:5, Informative)
(http://slashdot.org/)
http://www.cs.ualberta.ca/~games/poker/man-machin
The U of A team gave the humans the logs of the first two games!
Perhaps after the entire match they could have reviewed the game logs, however this give the humans an unfair advantage during the second day. I can't believe that this isn't getting more attention -- they bascially gave the human team a huge insight into the inner workings, strategy, and tendencies of their opponent. Something that Polaris definitely did not have.
In my opinion this sours the competition and completely invalidates the final two matches. The human likely found a weakness (or two or three) and exploited it, and we can't know for sure that they would have found the weakness without those logs.
That was a huge mistake by the U of A team, and they have apparently got away with it without anyone noticing.
Randomness doesn't mean hard (Score:2)
Also, just because the computer won't always win, doesn't mean it isn't better than human. Suppose I made a poker program with X-Ray visions and then played against a random guy. With my X-Ray vision I decided I have a 95% chance to win when the guy went all in, but lost due to a bad draw. Unlike Chess, no matter how good your computer is, there's always a chance you won't win.
When Deep Blue sacrificed a position it is not because it managed to think like a human. It's because it analyzed enough in the future to see that this is a strong move. In the way too many examples of 'why this is good hand if X and Y is true' there's no reason that a computer with the right design eventually be able to figure out through computation. Clearly the computer is not there yet, but then computer poker is not nearly as well-researched as say, computer chess.
Poker Program (Score:2)
1. Create a routine that, given the cards in my hand, the cards exposed, and the number of opponents, would calculate the exact statistical odds that I have the winning hand.
2. Create a second routine that would consider those odds, plus my betting position, relative chip stacks, current bets, blind sizes, etc. and would decide which move (on a scale from folding to aggressive betting) has the greatest expected value. The best way to figure this out would probably be from having done an analysis on a huge database of millions of played hands and their results. I know such databases are available.
3. A third routine would analyze the patterns of my opponents' behaviors in previous hands, and make small adjustments to the "best move" calculation based on the perception of whether those players are loose or tight. (This would not be a big factor, and it might be better to skip it altogether so that opponents couldn't use it to game the system.)
4. Apply a bell curve to randomly distribute my actual play, centered around my calculated "best move." This would prevent opponents from knowing for sure what sort of hand I have. Over many hands, they would hopefully hurt themselves as they try to guess what sort of player I am. In fact I would be a completely neutral player with random skews to either side of the tight/loose scale.
The biggest variable to work out would be the shape of the bell curve. Also, should the randomly chosen style of play change over the course of a hand, or should it stay the same throughout the hand?
I wonder how well this would work. There are probably flaws that the best experts could exploit, but I bet I'd beat most human players.
why so wordy? (Score:4, Funny)
#include <stdio.h>
#include <poker.h>
int main() {
printf("Hello, world. I am a poker-playing robot. Prepare to lose your shirt.\n")
while (!win_poker_game()) {
printf("Curses! Another game, human?"\n")
}
printf("Ha ha!\n")
(void)rake_in_chips()
return(0)
}
Still? (Score:2)
Looking at the latest RSS feed, I see two interesting stories:
"Firefox and IE Still Not Getting Along" and "Humans Can Still Out-Bluff Machines".
Has /. reached a point where there is no new news at all? I can see the headlines now. "Time Still Moving At Rate of 1 Second Per Second", "Iran Still Located In Middle East", "Sun Still Rising In The East".
So the post isn't just off-topic, consider the disadvantage the human player is put to when faced with a computer, especially one well-versed in reading physical indicators of psychological factors. Surely they would have no hints whatsoever at what the computer is attempting to do? If there's a kind of one-on-one poker, would that make any difference? Would both sides be at equal disadvantages, would the computer still lose?
Stacked / Poki (Score:2, Interesting)
Psh (Score:1)
(Last Journal: Tuesday February 20 2007, @01:51PM)
Parallel with Data (Score:1)
The first thing that came to mind when I read this article was Data failing to understand bluffs in Star Trek: The Next Generation [memory-alpha.org].
I fear this problem won't be resolved until AI advances far past its current state.
I wrote a poker game a while ago (Score:2)
A conservative approach where you assume that your player is as near perfect as possible and look for moves that sit at the equilibrium such that any other move would be worse (against perfect play) is called an "optimal" approach.
The astute might think that such an equilibrium doesn't even have to exist - consider rock, scissors, paper, if you played any one of those options consistently, you'd lose. But what comes to the rescue here is that we're not even looking for the one best move in a given situation, we're looking for the best probability distribution for each move you can make. In this case the equilibrium is where you have an equal probability of taking each of the three choices, since that's the only strategy where you opponent couldn't make a profit by predicting the most likely choice.
In games like poker, where you're trying to hide information, it's important to not act consistently. But a game tree that assigns probabilities to each move you make (instead of choosing a single best move) is still a game tree.
So when you (at some probability) play as if you have a better hand than you do, that's called bluffing. But you have to be known to bluff, otherwise you give away too much information when you make a large bet and your opponent will always fold. See, but that's part of a game tree with probabilities. The same argument goes for "slow playing". You have to, sometimes, play as if your hand is worse than it is, otherwise you give away too much information when you don't raise.
But that's all just background.
The important thing here is that to play poker well, you have to do more than assign probabilities and play optimally. Since human beings aren't computers, it makes sense to try to play a strategy customized to the play of your opponent. There may be other reasons to do this (I'm guessing here):
1. There may be a short term gain to changing strategies when the end of the tournament is in sight (ie when you can get all of the money). So it's a good idea to have analyzed your opponent's previous tournaments to see to what extent he does this, and adjust. The game you have to analyze isn't just a single hand, it's a tournament. Perhaps it's even a season of tournaments, if you're going to be too clever. You have to consider things like the flow of money around the table, not just the cards...
2. In some cases the game tree may be so large that don't have processing to find a good equilibrium in it and your estimate of what "perfect" play is may be so flawed that heuristic statistics on the opponent's play will be more useful.
Playing the man rather than the game has a mathematical name too, it's called choosing a "maximal strategy" instead of an "optimal strategy". A maximal strategy is considered a important goal for poker.
I'm not a game theorist, so I may be wrong about some of this, but some years ago it was also my impression that the math used to make these analyses was incomplete for games of more than two players. I really am not sure what to what extent players can profit from cooperating for a time, for instance... Though I suspect that poker players themselves haven't thought too deeply about the gains that could be made by subtly cooperating with some opponents against others.
I worked on a commercial poker game some years ago, but I didn't have time to get as deep into this as I would have liked, but really that's more the subject of a PHD rather than a box on the shelves.
I tried... (Score:1)
bluff, bluff, bluff the computer... (Score:2)
(http://agh2o.org/ | Last Journal: Tuesday September 19 2006, @02:56PM)
I think the whole article is a bluff. We're saying that we can beat them. We're hoping they believe that and don't call our bluff.
Programming (Score:2)
RTFA (Score:5, Informative)
Re:That's cheating. The computer wasn't playing. (Score:5, Funny)
RTFA. (Score:4, Informative)
(http://www.college-paintball.com/)
Re:RTFA. (Score:4, Informative)
Re:RTFA. (Score:4, Interesting)
Re:Don't play online (Score:1)