Agents
A Unified Framework for Extensive-Form Game Abstraction with Bounds
Kroer, Christian, Sandholm, Tuomas
Abstraction has long been a key component in the practical solving of large-scale extensive-form games. Despite this, abstraction remains poorly understood. There have been some recent theoretical results but they have been confined to specific assumptions on abstraction structure and are specific to various disjoint types of abstraction, and specific solution concepts, for example, exact Nash equilibria or strategies with bounded immediate regret. In this paper we present a unified framework for analyzing abstractions that can express all types of abstractions and solution concepts used in prior papers with performance guarantees---while maintaining comparable bounds on abstraction quality. Moreover, our framework gives an exact decomposition of abstraction error in a much broader class of games, albeit only in an ex-post sense, as our results depend on the specific strategy chosen. Nonetheless, we use this ex-post decomposition along with slightly weaker assumptions than prior work to derive generalizations of prior bounds on abstraction quality. We also show, via counterexample, that such assumptions are necessary for some games. Finally, we prove the first bounds for how $\epsilon$-Nash equilibria computed in abstractions perform in the original game. This is important because often one cannot afford to compute an exact Nash equilibrium in the abstraction. All our results apply to general-sum n-player games.
Practical exact algorithm for trembling-hand equilibrium refinements in games
Farina, Gabriele, Gatti, Nicola, Sandholm, Tuomas
Nash equilibrium strategies have the known weakness that they do not prescribe rational play in situations that are reached with zero probability according to the strategies themselves, for example, if players have made mistakes. Trembling-hand refinements---such as extensive-form perfect equilibria and quasi-perfect equilibria---remedy this problem in sound ways. Despite their appeal, they have not received attention in practice since no known algorithm for computing them scales beyond toy instances. In this paper, we design an exact polynomial-time algorithm for finding trembling-hand equilibria in zero-sum extensive-form games. It is several orders of magnitude faster than the best prior ones, numerically stable, and quickly solves game instances with tens of thousands of nodes in the game tree. It enables, for the first time, the use of trembling-hand refinements in practice.
A Deep Bayesian Policy Reuse Approach Against Non-Stationary Agents
ZHENG, YAN, Meng, Zhaopeng, Hao, Jianye, Zhang, Zongzhang, Yang, Tianpei, Fan, Changjie
In multiagent domains, coping with non-stationary agents that change behaviors from time to time is a challenging problem, where an agent is usually required to be able to quickly detect the other agent's policy during online interaction, and then adapt its own policy accordingly. This paper studies efficient policy detecting and reusing techniques when playing against non-stationary agents in Markov games. We propose a new deep BPR+ algorithm by extending the recent BPR+ algorithm with a neural network as the value-function approximator. To detect policy accurately, we propose the \textit{rectified belief model} taking advantage of the \textit{opponent model} to infer the other agent's policy from reward signals and its behaviors. Instead of directly storing individual policies as BPR+, we introduce \textit{distilled policy network} that serves as the policy library in BPR+, using policy distillation to achieve efficient online policy learning and reuse. Deep BPR+ inherits all the advantages of BPR+ and empirically shows better performance in terms of detection accuracy, cumulative rewards and speed of convergence compared to existing algorithms in complex Markov games with raw visual inputs.
Multi-Agent Reinforcement Learning via Double Averaging Primal-Dual Optimization
Wai, Hoi-To, Yang, Zhuoran, Wang, Princeton Zhaoran, Hong, Mingyi
Despite the success of single-agent reinforcement learning, multi-agent reinforcement learning (MARL) remains challenging due to complex interactions between agents. Motivated by decentralized applications such as sensor networks, swarm robotics, and power grids, we study policy evaluation in MARL, where agents with jointly observed state-action pairs and private local rewards collaborate to learn the value of a given policy. In this paper, we propose a double averaging scheme, where each agent iteratively performs averaging over both space and time to incorporate neighboring gradient information and local reward information, respectively. We prove that the proposed algorithm converges to the optimal solution at a global geometric rate. In particular, such an algorithm is built upon a primal-dual reformulation of the mean squared projected Bellman error minimization problem, which gives rise to a decentralized convex-concave saddle-point problem. To the best of our knowledge, the proposed double averaging primal-dual optimization algorithm is the first to achieve fast finite-time convergence on decentralized convex-concave saddle-point problems.
A Mathematical Model For Optimal Decisions In A Representative Democracy
Magdon-Ismail, Malik, Xia, Lirong
Direct democracy, where each voter casts one vote, fails when the average voter competence falls below 50%. This happens in noisy settings when voters have limited information. Representative democracy, where voters choose representatives to vote, can be an elixir in both these situations. We introduce a mathematical model for studying representative democracy, in particular understanding the parameters of a representative democracy that gives maximum decision making capability. Our main result states that under general and natural conditions, 1. for fixed voting cost, the optimal number of representatives is linear; 2. for polynomial cost, the optimal number of representatives is logarithmic.
Ex ante coordination and collusion in zero-sum multi-player extensive-form games
Farina, Gabriele, Celli, Andrea, Gatti, Nicola, Sandholm, Tuomas
Recent milestones in equilibrium computation, such as the success of Libratus, show that it is possible to compute strong solutions to two-player zero-sum games in theory and practice. This is not the case for games with more than two players, which remain one of the main open challenges in computational game theory. This paper focuses on zero-sum games where a team of players faces an opponent, as is the case, for example, in Bridge, collusion in poker, and many nonrecreational applications such as war, where the colluders do not have time or means of communicating during battle, collusion in bidding, where communication during the auction is illegal, and coordinated swindling in public. The possibility for the team members to communicate before game play--that is, coordinate their strategies ex ante--makes the use of behavioral strategies unsatisfactory. The reasons for this are closely related to the fact that the team can be represented as a single player with imperfect recall. We propose a new game representation, the realization form, that generalizes the sequence form but can also be applied to imperfect-recall games. Then, we use it to derive an auxiliary game that is equivalent to the original one. It provides a sound way to map the problem of finding an optimal ex-antecoordinated strategy for the team to the well-understood Nash equilibrium-finding problem in a (larger) two-player zero-sum perfect-recall game. By reasoning over the auxiliary game, we devise an anytime algorithm, fictitious team-play, that is guaranteed to converge to an optimal coordinated strategy for the team against an optimal opponent, and that is dramatically faster than the prior state-of-the-art algorithm for this problem.
Learning to Play With Intrinsically-Motivated, Self-Aware Agents
Haber, Nick, Mrowca, Damian, Wang, Stephanie, Fei-Fei, Li F., Yamins, Daniel L.
Infants are experts at playing, with an amazing ability to generate novel structured behaviors in unstructured environments that lack clear extrinsic reward signals. We seek to mathematically formalize these abilities using a neural network that implements curiosity-driven intrinsic motivation. Using a simple but ecologically naturalistic simulated environment in which an agent can move and interact with objects it sees, we propose a "world-model" network that learns to predict the dynamic consequences of the agent's actions. Simultaneously, we train a separate explicit "self-model" that allows the agent to track the error map of its world-model. It then uses the self-model to adversarially challenge the developing world-model. We demonstrate that this policy causes the agent to explore novel and informative interactions with its environment, leading to the generation of a spectrum of complex behaviors, including ego-motion prediction, object attention, and object gathering. Moreover, the world-model that the agent learns supports improved performance on object dynamics prediction, detection, localization and recognition tasks. Taken together, our results are initial steps toward creating flexible autonomous agents that self-supervise in realistic physical environments.
Representation Balancing MDPs for Off-policy Policy Evaluation
Liu, Yao, Gottesman, Omer, Raghu, Aniruddh, Komorowski, Matthieu, Faisal, Aldo A., Doshi-Velez, Finale, Brunskill, Emma
We study the problem of off-policy policy evaluation (OPPE) in RL. In contrast to prior work, we consider how to estimate both the individual policy value and average policy value accurately. We draw inspiration from recent work in causal reasoning, and propose a new finite sample generalization error bound for value estimates from MDP models. Using this upper bound as an objective, we develop a learning algorithm of an MDP model with a balanced representation, and show that our approach can yield substantially lower MSE in common synthetic benchmarks and a HIV treatment simulation domain.
Learning to Share and Hide Intentions using Information Regularization
Strouse, DJ, Kleiman-Weiner, Max, Tenenbaum, Josh, Botvinick, Matt, Schwab, David J.
Learning to cooperate with friends and compete with foes is a key component of multi-agent reinforcement learning. Typically to do so, one requires access to either a model of or interaction with the other agent(s). Here we show how to learn effective strategies for cooperation and competition in an asymmetric information game with no such model or interaction. Our approach is to encourage an agent to reveal or hide their intentions using an information-theoretic regularizer. We consider both the mutual information between goal and action given state, as well as the mutual information between goal and state. We show how to stochastically optimize these regularizers in a way that is easy to integrate with policy gradient reinforcement learning. Finally, we demonstrate that cooperative (competitive) policies learned with our approach lead to more (less) reward for a second agent in two simple asymmetric information games.
Object-Oriented Dynamics Predictor
Zhu, Guangxiang, Huang, Zhiao, Zhang, Chongjie
Generalization has been one of the major challenges for learning dynamics models in model-based reinforcement learning. However, previous work on action-conditioned dynamics prediction focuses on learning the pixel-level motion and thus does not generalize well to novel environments with different object layouts. In this paper, we present a novel object-oriented framework, called object-oriented dynamics predictor (OODP), which decomposes the environment into objects and predicts the dynamics of objects conditioned on both actions and object-to-object relations. It is an end-to-end neural network and can be trained in an unsupervised manner. To enable the generalization ability of dynamics learning, we design a novel CNN-based relation mechanism that is class-specific (rather than object-specific) and exploits the locality principle. Empirical results show that OODP significantly outperforms previous methods in terms of generalization over novel environments with various object layouts. OODP is able to learn from very few environments and accurately predict dynamics in a large number of unseen environments. In addition, OODP learns semantically and visually interpretable dynamics models.