杏吧原创

Poker bots raise the stakes for human players

Having beaten humans at chess and checkers, computer software engineers now have an even tougher challenge in their sights
Poker players beware, software's taking its place at the table
Poker players beware, software鈥檚 taking its place at the table
(Image: Nick Koudis / Digital Vision / Getty)

A DOZEN men wearing dark green T-shirts and wide grins whoop, shake hands and high-five, while another group in navy blue baseball caps do their best to look magnanimous in defeat in front of several dozen onlookers.

In most respects this was a low-key event, but the scene, at a nondescript booth of a Las Vegas convention centre in July this year, may to be a pivotal moment for the development of artificial intelligence. That鈥檚 because at the Gaming Life Expo at the Rio All-Suite Hotel & Casino, a computer program called Polaris became the first to beat a team of world-class poker players, each of whom had previously won more than $1 million.

Some may see the victory as the latest dismal step in silicon鈥檚 march towards superiority over humans. Others will view it as an exciting move forward in artificial intelligence 鈥 a foretaste of the sophisticated tasks computers should be able to perform for us in years to come.

In 1997, IBM鈥檚 Deep Blue became the first computer to defeat a human chess world champion in a full match when it beat Garry Kasparov. Then, last year, researchers announced the development of a program that had mastered draughts (checkers) 鈥 meaning it could never lose a game no matter how skilled its opponent. These games have a crucial factor in common: they favour players with the mathematical ability, or processing power, to calculate the consequences of choices many moves down the line. So it is perhaps hardly surprising that in this area computers have become pre-eminent.

Poker is different. It is a game of cunning, bluff and deception 鈥 not attributes we traditionally associate with motherboards, logic gates and processor chips. So does Polaris鈥檚 success mean human poker players like Dave 鈥淒evilfish鈥 Ulliott and Phil 鈥淭he Unabomber鈥 Laak are now busted flushes? The answer is no, not yet.

The version of poker at which Polaris excels is heads-up (two-player) limit Texas hold 鈥檈m. For the uninitiated, Texas hold 鈥檈m is the popular form of the game in which players are initially dealt two cards. They can elect to either bet or fold in a series of rounds before and after three open 鈥渃ommunity鈥 cards are dealt, and after fourth and fifth community cards are dealt. If more than one player remains at the table at the end, the winner is the one who can make the best five-card hand from the seven cards he or she has available.

The 鈥渓imit鈥 in the game鈥檚 name means players can only bet certain fixed amounts. In short, it is a simple version of the game, with fewer permutations, than the more popular multiplayer pot-limit or no-limit forms, in which bets can be as large as the value of the chips on the table at any one time, or are completely unrestricted.

Computers do not yet hold all the aces in these more complex incarnations of the game. However, Polaris鈥檚 developers at the University of Alberta in Edmonton, Canada, believe it is only a matter of time before machines get the upper hand. They have a new version of the software, updated to play heads-up no-limit hold 鈥檈m, now under test. If the program performs well enough, they hope to pit it against top human players next year.

鈥淚f I were a betting man, which I鈥檓 not, I鈥檇 be willing to bet a poker program will be able to surpass all human players within two years at heads-up no-limit Texas hold 鈥檈m,鈥 says , a founder member of the university鈥檚 Computer Poker Research Group.

Michael Bowling, who leads the Alberta group, is hedging his bets. 鈥淚t鈥檒l happen within my lifetime. It could be five years, or 50.鈥

In a poker game, players must decide on their next move despite being unable to see their opponents鈥 cards. This makes it a much tougher challenge for computer programs than, say, chess or draughts, where all the pieces are on the board when decisions are made.

When enough processing power is available, an optimal strategy for games such as chess and draughts can be worked out by creating a 鈥渄ecision tree鈥 鈥 a map of all possible future plays in which each branch of the tree represents a possible play. This allows the consequences of each play to be broken down into manageable sections and evaluated to determine how likely the play is to lead to a win.

Imperfect information

With poker this approach is problematic, and not only because there are so many potential permutations of cards and bets. One of the fundamental problems for any poker player is that the best strategy varies, depending on your opponent鈥檚 style of play. 鈥淓verybody knows that computers are really fast and excellent at doing well-defined calculations,鈥 says Billings. 鈥淏ut we鈥檙e moving into territory where the information can be unreliable, can be imperfect, can be the result of deliberate deception.鈥

The larger the number of possible states in a game, the more memory a computer needs to run its calculations. In 2005 the Alberta group developed new algorithms capable of handling 10 billion game states, up from the previous best of 100 million. The latest algorithms can handle 1000 billion states. But even heads-up, limit hold 鈥檈m has around a billion billion (1018) permutations.

To simplify the calculations a computer has to do, researchers bracket certain combinations of cards and game states together. For example, the software might be instructed to act in an identical way if dealt two cards both lower than 7 that are not of the same suit, in sequence or a pair. As improved algorithms appear, fewer states need to be grouped together, reducing the potential for errors.

The new, no-limit version of Polaris will band together bets of different sizes, so it might react identically to an opponent raising by 10 or 12 chips, for example, further simplifying the computational task. The program has been trained to 鈥渓earn鈥 optimal game strategies by examining a database derived from simulations of 800 million two-player hands. These strategies are embodied in a series of software bots with names such as Mr Blonde, Mr Pink and Agent Orange, each one tailored to counter particular styles of play.

鈥淭he program uses bots with names such as Mr Blonde, Mr Pink and Agent Orange鈥

The research has attracted a great deal of interest because it illustrates how computers might in future be used to solve problems in fields where there are similar uncertainties to those encountered at the poker table. Large companies are already using game theorists to help with tasks such as bidding for contracts and setting prices for their products, and biologists have used a similar approach to examine decision-making in the animal kingdom. The fundamental idea that the strategy of one individual depends on the strategies of others in a population has helped researchers uncover the forces at work in shaping behaviours such as contests, reciprocal altruism and habitat selection.

, professor of artificial intelligence and robotics at the University of Sheffield in the UK, says the new work will help computer systems make inroads into new areas. 鈥淭his type of technology might be very successful in the financial markets,鈥 he says. 鈥淭he markets are more like poker than chess because there is incomplete information about the state of play at any time.鈥

Billings warns against judging the value of the research purely in terms of its immediate practical applications. 鈥淲hen mathematicians began working out how to solve quadratic equations, they were not thinking about how they could be used in industry, they were just solving a problem,鈥 he says.

鈥淲hen you are pushing the boundaries of what can be done, you are opening doors to applications that don鈥檛 even exist yet and we can鈥檛 possibly imagine what those might be. I鈥檓 a firm proponent of solving things for the sake of solving things.鈥

Top botters earn while they sleep

Hundreds of online poker players use fully automated bots in the hope of making money without lifting a finger, even though this is against poker websites鈥 rules. Most are crude, off-the-shelf programs bought online, designed to evade the sites鈥 detection systems. They generally lose money for their owners. It is estimated by industry and leading botters that only around 1 in 10 players using bots make a profit, mainly in low-stakes games.Those 鈥渂otters鈥 who do make money are understandably secretive. Being identified can lead to their accounts being frozen and funds seized. One London-based botter told New 杏吧原创 his program made in the region of $35,000 per year.The online poker industry recognises the threat from increasingly sophisticated bots. 鈥淚t is a growing problem,鈥 says Darse Billings of the University of Alberta in Edmonton, Canada, who acts as a security consultant for the Full Tilt Poker site. 鈥淚t is becoming easier for people to produce a poker-playing program and to plug it in to play online.鈥