The standard AlphaZero doesn't handle that. For that you'd need to graduate to more complex variants like the aforementioned ReBeL, AlphaZe* https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10213697/ or BetaZero https://arxiv.org/abs/2306.00249 or ExIt-OOS https://arxiv.org/abs/1808.10120 or Player of Games https://arxiv.org/abs/2112.03178#deepmind . (You could also move straight to MuZero variations: https://arxiv.org/abs/2106.04615#deepmind https://openreview.net/forum?id=X6D9bAHhBQ1#deepmind https://openreview.net/forum?id=QnzSSoqmAvB )
Student of Games: A unified learning algorithm for both perfect and imperfect information games
Martin Schmid, Matej Moravcik, Neil Burch
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Rudolf Kadlec, Josh Davidson, Kevin Waugh, Nolan Bard, Finbarr Timbers, Marc Lanctot, G. Zacharias Holland, Elnaz Davoodi, Alden Christianson, Michael Bowling
2021 · arXiv
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From the abstract
Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and learning demonstrated strong performance for specific imperfect information poker variants. We introduce Student of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reasoning. Student of Games achieves strong empirical performance in large perfect and imperfect information games -- an important step towards truly general algorithms for arbitrary environments. We prove that Student of Games is sound, converging to perfect play as available computation and approximation capacity increases. Student of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker, and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning.
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Bayesian play is not necessarily optimal for imperfect information games. The reason is: You don't only need to play optimally with respect to the information you have observed, you also need to hide your own information and balance those two needs. See the Deep Mind "Player of Games" paper from last year for an agent that takes a more game theoretic approach, which is probably needed for "simpler" games like Poker, that we can play to higher levels of accuracy: https://arxiv.org/pdf/2112.03178.pdf
Here's a recent paper from DeepMind about their recent efforts towards generalized game solving (caveat: I haven't actually read it yet). https://arxiv.org/pdf/2112.03178.pdf Abstract: "Games have a long history of serving as a benchmark for progress in artificial intelligence. Recently, approaches using search and learning have shown strong performance across a set of perfect information games, and approaches using game-theoretic reasoning and learning have shown strong performance for specific imperfect information poker variants. We introduce Player of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and…
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game-theoretic reasoning. Player of Games is the first algorithm to achieve strong empirical performance in large perfect and imperfect information games — an important step towards truly general algorithms for arbitrary environments. We prove that Player of Games is sound, converging to perfect play as available computation time and approximation capacity increases. Player of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold’em poker (Slumbot), and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning"
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