Search has played a fundamental role in computer game research since the very beginning. And while online search has been commonly used in perfect information games such as Chess and Go, online search methods for imperfect information games have only been introduced relatively recently. This paper addresses the question of what is a sound online algorithm in an imperfect information setting of two-player zero-sum games. We argue that the~fixed-strategy~definitions of exploitability and $\epsilon$-Nash equilibria are ill-suited to measure an online algorithm's worst-case performance. We thus formalize $\epsilon$-soundness, a concept that connects the worst-case performance of an online algorithm to the performance of an $\epsilon$-Nash equilibrium. As $\epsilon$-soundness can be difficult to compute in general, we introduce a consistency framework -- a hierarchy that connects an online algorithm's behavior to a Nash equilibrium. These multiple levels of consistency describe in what sense an online algorithm plays "just like a fixed Nash equilibrium". These notions further illustrate the difference between perfect and imperfect information settings, as the same consistency guarantees have different worst-case online performance in perfect and imperfect information games. The definitions of soundness and the consistency hierarchy finally provide appropriate tools to analyze online algorithms in repeated imperfect information games. We thus inspect some of the previous online algorithms in a new light, bringing new insights into their worst-case performance guarantees.
翻译:在计算机游戏研究中,搜索从一开始就在计算机游戏研究中发挥了根本作用。虽然在线搜索在象Ches和Go这样的完美信息游戏中被普遍使用,但在线搜索方法只在相对近期才引入。本文探讨的是,在双玩者零和游戏的不完善信息设置中,什么是健全的在线算法。我们争论说,利用可能性和$\epsilon$-Nash equilibria 定义的确定固定不变,不适合衡量网上算法最坏的性能。我们因此将美元和Go等绝佳的信息游戏的准确性能正式化。这些概念将网上算法的最坏的性能与美元和纳什平衡的性能相连接起来。由于美元和美元之间的稳妥性能,我们引入了一个一致性框架 -- -- 一种将在线算法行为与纳什平衡联系起来的等级。这些概念进一步说明了在线算法的准确性和不完善性,从而最终保证了在线算法的准确性和不完善性能,从而保证了在线算法的准确性。这些概念进一步说明了在线算法中最差和不完善的准确性定义的准确性。