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poker-solver
imperfect-information game AI
Libratus, CFR
System
Techniques · 4
Primitives · 13
poker-solver
Best response exploitability
game-ai · medium: Compute a best response against a strategy to measure exploitability in imperfect-information games
Counterfactual regret minimization
game-ai · medium: CFR, CFR+ and Monte Carlo CFR: regret matching over information sets converging to Nash equilibria
Game abstraction bucketing
game-ai · medium: Shrink game trees by bucketing similar hands (equity histograms, k-means) and bet sizes
Subgame solving
game-ai · medium: Depth-limited re-solving of subgames during play with safe blueprint constraints
Hand evaluator lookup
game-ai · low: Fast poker hand ranking via perfect-hash or lookup-table evaluators
Monte Carlo integration
numerics · low: Estimate an expectation by averaging random samples; error falls as σ/√N in any dimension, and variance reduction (antithetic, control variates, importance sampling) shrinks σ.
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k-means clustering
machine-learning · low: Partition points into k clusters by alternating nearest-centroid assignment and centroid averaging; k-means++ seeding makes it dependable.
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Minimal perfect hashing
data-structures · low: A hash function mapping n fixed keys to 0..n-1 without collisions, in 1.5-4 bits per key; the keys themselves are not stored.
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SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
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PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
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Simplex method
optimization · low: Solves linear programs by walking along the edges of the feasible polytope from vertex to vertex, one basis swap (pivot) at a time; the workhorse behind MIP solvers.
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BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
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Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
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Rejection sampling
ml-training · low: Best-of-n and filtered sampling: generate many candidates, keep those passing a verifier or reward threshold
Floating-point error
numerics · low: How IEEE 754 rounding error accumulates and how to contain it: compensated (Kahan/Neumaier) and pairwise summation, error-free transformations with FMA, ULP comparisons.
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LU and Cholesky factorization
numerics · low: Factor A = PLU (any square matrix, partial pivoting) or A = LLᵀ (SPD) once in O(n³), then solve each right-hand side in O(n²).
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Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
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Copy for AI