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poker-agents

Connects exact Kuhn/Leduc references, tabular and neural CFR, six-player hand replay, imitation, population learning and duplicate-league evaluation.

Research software overview with historical evaluation claims
This is the retained source text, not a new validation of its claims. Numerical results and comparative claims require the accompanying source review before public reuse.

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Provenance, authorship and editorial notes

poker-agents

Id

poker-agents-readme

Project

poker-agents

Source path

poker-agents/README.md

Source sha256

bd020937af293c0d0b7cd1412e0e8438bbd19ab0dd90cd706dd176f3e44b4ee9

Repo head

806e8f92436d4eba59a427f34e5d2f07b1d7b783

Date
Not recorded
Date provenance

No date near opening; git date separate

Git last change

2026-10-01T22:04:20+01:00

Author

Not stated in document opening

Document status

Research software overview with historical evaluation claims

Summary

Connects exact Kuhn/Leduc references, tabular and neural CFR, six-player hand replay, imitation, population learning and duplicate-league evaluation.

Topics
  • NN
  • poker
  • game theory
  • AI learning
Related ids
  • learning-games-matiz-readme
Evidence concerns
  • README claims were not rerun; six-player play lacks exact exploitability here. Small-game NashConv, imitation accuracy and six-player league results answer different questions.
Word count

424

Headings
  • poker-agents
  • What is checked, and against what
  • Pieces
  • Run
Publication status

Publication or peer-reviewed acceptance not established by discovery

Format

md

Private review scan
Known secret pattern hits

0

Customer or player record sets

None identified in selected narrative/design documents; no gameplay records, account databases or hand datasets copied.

Scope

Pattern scan plus document review; not a formal exhaustive privacy audit.

poker-agents

Neural agents that learn six-handed no-limit hold'em by playing each other,
validated against things they did not write: published exact results, and
10,000 real hands between Pluribus and elite professionals (PHH dataset, MIT,
doi:10.5281/zenodo.10796885).

What is checked, and against what

LayerCheckGround truthStatus
Kuhn, Leduc rules + exact best responseuniform-play NashConvOpenSpiel's published 0.9167 / 4.7472match to 1e-6
Tabular CFR+ (reference solver)convergesKuhn value −1/18; Leduc NashConv < 0.02pass
Deep CFR (neural) on Leducexact NashConv as it learnsthe tabular solver5.9 → ~0.35–0.47 after 100 iters; error is in the regret nets, not the policy fit (diag_leduc.py)
Six-max enginereplay every real handfinishing_stacks of all 10,000 Pluribus hands10,000 / 10,000 to the chip
Six-max engine, abstraction10k random hands + 5k unequal-stack side potschip conservation, legalitypass
Imitation agentsheld-out accuracy10% of hands never trained onPluribus 82.6%, pros 81.8% (majority guess 54% / 52%)
Any agent vs real playsame situations, compare action mix per holdingthe real decisionspa/compare.py
Any agent vs any fieldduplicate matches, bb/100 ± SE—pa/league.py

Six-handed play has no exact exploitability; the honest substitutes are the
duplicate league and the comparison with real play. A bb/100 is never quoted
without its standard error.

Pieces

Departure from the paper: one advantage net shared by all seats.

samples back, compressed; each machine takes a job when it has a free slot, so
a slower machine just takes fewer. Samples are thinned at the source (a
uniform sample feeding a uniform reservoir), so traffic stays small.

seated at random every hand; scored against each other and fixed anchors to
detect cycling.

Run

python -m venv --system-site-packages .venv && .venv/bin/pip install torch numpy phevaluator pytest
.venv/bin/python -m pytest -q
.venv/bin/python run_sixmax.py runs/sixmax-a 200 20000

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