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How computers solved poker

How poker programs taught themselves by self-play and regret matching, from a toy bluffing game to Libratus and Pluribus.

8 steps, as text. step through the interactive version →

  1. 01, open this step in the interactive version

    The strongest poker programs were never taught strategy. They play against themselves, and keep score of their regrets.

  2. 02, open this step in the interactive version

    Take the bluffing game from the Nash topic. Two learners start badly: one bluffs with almost every miss, the other almost never calls.

  3. 03, open this step in the interactive version

    After each round, each learner asks of every action: how much better would that have done than what I actually did? That gap is its regret.

  4. 04, open this step in the interactive version

    Next round, each plays every action in proportion to its regret. Calling would have paid, so calling rises. Then bluffing stops paying, and falls.

  5. 05, open this step in the interactive version

    The strategies keep chasing each other and never settle. But their average does.

  6. 06, open this step in the interactive version

    After a few thousand rounds the average sits on the equilibrium: a third of bets are bluffs, and calls come half the time. Nobody gave it the answer.

  7. 07, open this step in the interactive version

    Counterfactual regret minimization runs this at every decision in poker at once. Cepheus, Libratus and Pluribus all computed their strategies with versions of it.

  8. 08, open this step in the interactive version

    Start the learners anywhere you like. Wherever they begin, the average finds the same point.