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Richard Gibson

Publications and source records attributed to Richard Gibson.

3 recordsLinked to original sources

Lasing at a Stationary Inflection Point

The concept of lasers based on the frozen mode regime in active periodic optical waveguides with a 3rd-order exceptional point of degeneracy (EPD) is advanced. The frozen mode regime in a lossless and gainless waveguide is associated with a stationary inflection point (SIP) in the Bloch dispersion relation, where three Bloch eigenmodes coalesce forming the frozen mode. As a practical example, we consider an asymmetric serpentine optical waveguide (ASOW). An ASOW operating near the SIP frequency displays a large group delay of a non-resonant nature that scales as the cube of the waveguide length, leading to a strong gain enhancement when active material is included. Therefore, a laser operating in the close vicinity of an SIP has a gain threshold that scales as a negative cube of the waveguide length. We determine that this scaling law is maintained in the presence of small distributed losses, such as radiation associated with waveguide bends and roughness. In addition, we show that although gain causes a distortion in the modes coalescing at the SIP, the properties of the frozen mode are relatively resistant to such small perturbations and we still observe a large degree of exceptional degeneracy for gain values that bring the system above threshold. Finally, our study also reveals that lasing near an SIP is favored over lasing near a photonic band edge located in close proximity to the SIP. In particular, we observe that an SIP-induced lasing in an ASOW displays lower gain threshold compared to lasing near the photonic regular band edge (RBE), even though the SIP resonance has a lower quality factor than the RBE resonance.

physics.optics

Regret Minimization in Non-Zero-Sum Games with Applications to Building Champion Multiplayer Computer Poker Agents

In two-player zero-sum games, if both players minimize their average external regret, then the average of the strategy profiles converges to a Nash equilibrium. For n-player general-sum games, however, theoretical guarantees for regret minimization are less understood. Nonetheless, Counterfactual Regret Minimization (CFR), a popular regret minimization algorithm for extensive-form games, has generated winning three-player Texas Hold'em agents in the Annual Computer Poker Competition (ACPC). In this paper, we provide the first set of theoretical properties for regret minimization algorithms in non-zero-sum games by proving that solutions eliminate iterative strict domination. We formally define \emph{dominated actions} in extensive-form games, show that CFR avoids iteratively strictly dominated actions and strategies, and demonstrate that removing iteratively dominated actions is enough to win a mock tournament in a small poker game. In addition, for two-player non-zero-sum games, we bound the worst case performance and show that in practice, regret minimization can yield strategies very close to equilibrium. Our theoretical advancements lead us to a new modification of CFR for games with more than two players that is more efficient and may be used to generate stronger strategies than previously possible. Furthermore, we present a new three-player Texas Hold'em poker agent that was built using CFR and a novel game decomposition method. Our new agent wins the three-player events of the 2012 ACPC and defeats the winning three-player programs from previous competitions while requiring less resources to generate than the 2011 winner. Finally, we show that our CFR modification computes a strategy of equal quality to our new agent in a quarter of the time of standard CFR using half the memory.

cs.GT

No-Regret Learning in Extensive-Form Games with Imperfect Recall

Counterfactual Regret Minimization (CFR) is an efficient no-regret learning algorithm for decision problems modeled as extensive games. CFR's regret bounds depend on the requirement of perfect recall: players always remember information that was revealed to them and the order in which it was revealed. In games without perfect recall, however, CFR's guarantees do not apply. In this paper, we present the first regret bound for CFR when applied to a general class of games with imperfect recall. In addition, we show that CFR applied to any abstraction belonging to our general class results in a regret bound not just for the abstract game, but for the full game as well. We verify our theory and show how imperfect recall can be used to trade a small increase in regret for a significant reduction in memory in three domains: die-roll poker, phantom tic-tac-toe, and Bluff.

cs.GT