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Using GPT-4 in Poker and Beyond

Exploring GPT-4's role in games with imperfect information.

― 5 min read


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Games with imperfect information, like poker, are fascinating because players can't see everything their opponents know. This creates a complex situation where decisions are made based on incomplete facts. This paper looks into how a smart language model, GPT-4, can be used to play these types of games, making decisions based on its training and reasoning abilities.

Background on Imperfect Information Games

In perfect information games, all players know everything about the game state. Examples include chess and checkers. In contrast, imperfect information games involve uncertainty. Players don't know everything about their opponents' hands, strategies, or intentions. This adds an element of strategy, where players must guess and bluff to win.

Games like poker highlight the need for strategic thinking. Players must make decisions even when they lack complete information about their opponents' hands. The strategies often involve deception and predicting the opponents' moves based on their actions.

What is GPT-4?

GPT-4 is an advanced language model developed from earlier versions. It learns from vast amounts of text and can generate human-like responses in various situations. It's trained in a way that allows it to understand human instructions and engage in complex reasoning.

This ability to generate text and reason makes GPT-4 a useful tool in the context of games with incomplete information. It can analyze the game state, understand its own and other players' possible actions, and devise strategies accordingly.

Key Features of GPT-4 in Games

Adapting to Game Rules

To use GPT-4 for imperfect information games, we need to help it understand the specific rules of each game. This includes how the game is played, the actions available to players, and the outcomes of different scenarios. It allows GPT-4 to analyze the game situation logically.

Predicting Opponent Behavior

One key advantage of GPT-4 is its ability to predict how opponents might act based on past behavior. By observing the choices other players make in similar situations, GPT-4 can infer their strategies and weaknesses. This capability is crucial in games where bluffing and deception play a significant role.

Generating Strategies

Using its understanding of the game and predictions about opponents, GPT-4 can formulate strategies. It can decide whether to bet, call, raise, or fold based on its analysis of the situation and the potential actions of other players. This dynamic adjustment to different scenarios makes it a powerful participant in imperfect information games.

Methodology

Game Setup

For our experiments, we chose Leduc Hold'em, a simplified version of Texas Hold'em poker. In this game, there are two players, and each has limited cards they can see. The goal is to win chips based on betting strategies and reading the opponent's moves.

The players go through rounds where they can bet or check based on their hand strength and the public card revealed. Each round adds complexity as players build their strategies based on incomplete information.

Utilizing GPT-4

We break down the process into several steps:

  1. Observation Interpreter: GPT-4 converts game state information into a format it can understand and process, making it easier for the model to analyze the game.

  2. Behavior Pattern Analysis: By analyzing previous actions of the opponent, GPT-4 can create a profile of expected strategies and possible hands the opponent might hold.

  3. Planning Module: GPT-4 generates a series of potential actions based on its reasoning about the best strategy to win, considering the guessed actions of the opponent.

  4. Evaluation: Finally, GPT-4 assesses each plan's likelihood of success, allowing it to choose the most promising action.

Experiment and Results

In our experiments, we tested how well GPT-4 performs in Leduc Hold'em compared to traditional algorithms. We focused on evaluating its ability to adapt and make decisions based solely on the game rules and its observations without prior specialized training.

Game Scenarios

We simulated various game scenarios to evaluate GPT-4's performance. These included common strategies and bluffing techniques. We also compared its results with other established methods that were specifically trained for this task.

Performance Analysis

The results showed that GPT-4 not only outperformed traditional algorithms but also adapted its strategies based on the behavior of its opponents. This adaptability is crucial in poker-type games where bluffing and reading opponents can lead to significant advantages.

GPT-4 demonstrated the ability to recognize when to bluff or fold based on its guesses about the opponent's cards. This capability indicates a higher level of strategic thinking compared to other models that operate on fixed strategies.

Conclusion

Our research shows that GPT-4 can effectively engage in games with imperfect information, utilizing its advanced reasoning abilities and pre-trained knowledge. The findings illustrate the potential for language models to be used in complex gaming scenarios, providing insights into their adaptability and strategic depth.

By understanding how to apply GPT-4 in the context of imperfect information games, we can explore new applications and refine its capabilities further. The ongoing development of such models could lead to even more sophisticated approaches in the realm of games and beyond.

Future Directions

Our work opens several paths for future research. We can expand beyond two-player games to include multi-player scenarios where the dynamics become even more complex. Additionally, integrating more aspects of human communication, such as recognizing emotions or non-verbal cues, could enhance the model's effectiveness.

There are also opportunities to refine the underlying algorithms and prompt structures to improve the model's performance further. Exploring how these language models can be tailored for specific games or tasks could pave the way for advancements in AI applications across various domains.

In summary, the approach of using GPT-4 in imperfect information games not only showcases its strengths but also provides a foundation for continued progress in the integration of AI with complex strategic decision-making.

Original Source

Title: Suspicion-Agent: Playing Imperfect Information Games with Theory of Mind Aware GPT-4

Abstract: Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce \textbf{Suspicion-Agent}, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.

Authors: Jiaxian Guo, Bo Yang, Paul Yoo, Bill Yuchen Lin, Yusuke Iwasawa, Yutaka Matsuo

Last Update: 2024-08-31 00:00:00

Language: English

Source URL: https://arxiv.org/abs/2309.17277

Source PDF: https://arxiv.org/pdf/2309.17277

Licence: https://creativecommons.org/licenses/by/4.0/

Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.

Thank you to arxiv for use of its open access interoperability.

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