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# Imperfect-information games

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  1. Regret stops living in a table: Haar-wavelet compression cuts game-solving memory 50,000-fold and outpaces Deep CFR

    In imperfect-information games with ordered state spaces, cumulative regrets are no longer stored cell by cell for every information set; they are transformed into Haar wavelet coefficients and only the largest are kept. Tabular CFR+ previously grew memory linearly with the game tree under fine discretization, while Deep CFR traded memory for neural inference latency. On Deep-Stack Kuhn poker, growing the state count from one thousand to ten million raised memory only from 0.6 MB to 2.1 MB, a compression ratio above 99.9%; on Flop Hold'em, reaching comparable exploitability took about one-sixth the wall-clock time of Deep CFR.

  2. arXiv

    Kaggle Game Arena pits ten frontier models against each other in chess, poker and Werewolf: Gemini 3 leads chess and Werewolf, GPT-5.2 tops poker at +46.6 BB/100, and rankings do not agree across games

    This technical report introduces Kaggle Game Arena, an open head-to-head evaluation platform in which ten frontier models play large-scale round-robin matches in Chess, Poker and Werewolf through a uniform text harness (900,000 poker hands, 180,000 per model), ranking them by objective outcomes such as wins, chip counts and role-level decomposition rather than subjective judgment, and reports sharp within-game stratification alongside rankings that do not agree across games.

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