Professional poker players have been beaten by an artificial intelligence programme for the first time.

The bot, called Pluribus, defeated leading professionals in six-player no-limit Texas hold'em poker, the world's most popular form of the gambling card game.

Pluribus defeated poker professional Darren Elias, who holds the record for most World Poker Tour titles, and Chris "Jesus" Ferguson, winner of six World Series of Poker events.

Each pro separately played 5,000 hands of poker against five copies of Pluribus, which was developed by scientists at Carnegie Mellon University in the US in collaboration with Facebook .

In another experiment involving 13 pros, all of whom have won more than one million US dollars playing poker, Pluribus played five pros at a time for a total of 10,000 hands and again emerged victorious.

Prof Tuomas Sandholm developed Pluribus with Noam Brown, who is finishing his Ph.D. in Carnegie Mellon's Computer Science Department as a research scientist at Facebook AI.

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Prof Sandholm said: "Pluribus achieved superhuman performance at multi-player poker, which is a recognised milestone in artificial intelligence and in game theory that has been open for decades.

"Thus far, superhuman AI milestones in strategic reasoning have been limited to two-party competition.

"The ability to beat five other players in such a complicated game opens up new opportunities to use AI to solve a wide variety of real-world problems."

Mr Brown, who joined Facebook AI last year, said: "Playing a six-player game rather than head-to-head requires fundamental changes in how the AI develops its playing strategy.

"We're elated with its performance and believe some of Pluribus' playing strategies might even change the way pros play the game."

He said Pluribus' algorithms created some surprising features into its strategy. For instance, most human players avoid "donk betting" - that is, ending one round with a call but then starting the next round with a bet. It's seen as a weak move that usually doesn't make strategic sense.

But Pluribus placed 'donk' bets far more often than the professionals it defeated.

Poker pro Elias said: "Its major strength is its ability to use mixed strategies.

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"That's the same thing that humans try to do. It's a matter of execution for humans - to do this in a perfectly random way and to do so consistently. Most people just can't."

Pluribus registered a solid win, and Elias said. "The bot wasn't just playing against some middle of the road pros. It was playing some of the best players in the world."

Michael "Gags" Gagliano, who has earned nearly two million US dollars over his career, also competed against Pluribus.

He said: "It was incredibly fascinating getting to play against the poker bot and seeing some of the strategies it chose.

"There were several plays that humans simply are not making at all, especially relating to its bet sizing.

"Bots/AI are an important part in the evolution of poker, and it was amazing to have first-hand experience in this large step toward the future."

Prof Sandholm has led a research team studying computer poker for more than 16 years.

He and Mr Brown earlier developed Libratus, which two years ago decisively beat four poker pros playing a combined 120,000 hands of heads-up no-limit Texas hold'em, a two-player version of the game.

Prof Sandholm explained that games such as chess and Go have long served as milestones for AI research.

In those games, all of the players know the status of the playing board and all of the pieces.

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But poker is a bigger challenge because it is an incomplete information game; players can't be certain which cards are in play and opponents can and will bluff.

Prof Sandholm said that makes poker both a tougher AI challenge and more relevant to many real-world problems involving multiple parties and missing information.

He explained that Pluribus dispenses with theoretical guarantees of success and develops strategies that nevertheless enable it to consistently outplay opponents.

Pluribus first computes a "blueprint" strategy by playing six copies of itself, which is sufficient for the first round of betting.

From that point on, Pluribus does a more detailed search of possible moves in a finer-grained abstraction of game.

It looks ahead several moves as it does so, but not requiring looking ahead all the way to the end of the game, which would be computationally prohibitive.

Prof Sandholm explained that Pluribus also seeks to be unpredictable. For instance, betting would make sense if the AI held the best possible hand, but if the AI bets only when it has the best hand, opponents will quickly catch on.

So Pluribus calculates how it would act with every possible hand it could hold and then computes a strategy that is balanced across all of those possibilities.

Prof Sandhokm said that Libratus used around 15 million core hours to develop its strategies and, during live game play, used 1,400 CPU cores.

But Pluribus computed its blueprint strategy in eight days using only 12,400 core hours and used just 28 cores during live play.

Details of the achievement were published online by the journal Science.