How computers solved poker
How poker programs taught themselves by self-play and regret matching, from a toy bluffing game to Libratus and Pluribus.
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The strongest poker programs were never taught strategy. They play against themselves, and keep score of their regrets.
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Take the bluffing game from the Nash topic. Two learners start badly: one bluffs with almost every miss, the other almost never calls.
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After each round, each learner asks of every action: how much better would that have done than what I actually did? That gap is its regret.
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Next round, each plays every action in proportion to its regret. Calling would have paid, so calling rises. Then bluffing stops paying, and falls.
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The strategies keep chasing each other and never settle. But their average does.
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After a few thousand rounds the average sits on the equilibrium: a third of bets are bluffs, and calls come half the time. Nobody gave it the answer.
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Counterfactual regret minimization runs this at every decision in poker at once. Cepheus, Libratus and Pluribus all computed their strategies with versions of it.
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Start the learners anywhere you like. Wherever they begin, the average finds the same point.