Agents
Learning Others' Intentional Models in Multi-Agent Settings Using Interactive POMDPs
Han, Yanlin, Gmytrasiewicz, Piotr
Interactive partially observable Markov decision processes (I-POMDPs) provide a principled framework for planning and acting in a partially observable, stochastic and multi-agent environment. It extends POMDPs to multi-agent settings by including models of other agents in the state space and forming a hierarchical belief structure. In order to predict other agents' actions using I-POMDPs, we propose an approach that effectively uses Bayesian inference and sequential Monte Carlo sampling to learn others' intentional models which ascribe to them beliefs, preferences and rationality in action selection. Empirical results show that our algorithm accurately learns models of the other agent and has superior performance than methods that use subintentional models. Our approach serves as a generalized Bayesian learning algorithm that learns other agents' beliefs, strategy levels, and transition, observation and reward functions.
Depth-Limited Solving for Imperfect-Information Games
Brown, Noam, Sandholm, Tuomas, Amos, Brandon
A fundamental challenge in imperfect-information games is that states do not have well-defined values. As a result, depth-limited search algorithms used in single-agent settings and perfect-information games do not apply. This paper introduces a principled way to conduct depth-limited solving in imperfect-information games by allowing the opponent to choose among a number of strategies for the remainder of the game at the depth limit. Each one of these strategies results in a different set of values for leaf nodes. This forces an agent to be robust to the different strategies an opponent may employ. We demonstrate the effectiveness of this approach by building a master-level heads-up no-limit Texas hold'em poker AI that defeats two prior top agents using only a 4-core CPU and 16 GB of memory. Developing such a powerful agent would have previously required a supercomputer.
Learning in Games with Lossy Feedback
Zhou, Zhengyuan, Mertikopoulos, Panayotis, Athey, Susan, Bambos, Nicholas, Glynn, Peter W., Ye, Yinyu
We consider a game-theoretical multi-agent learning problem where the feedback information can be lost during the learning process and rewards are given by a broad class of games known as variationally stable games. We propose a simple variant of the classical online gradient descent algorithm, called reweighted online gradient descent (ROGD) and show that in variationally stable games, if each agent adopts ROGD, then almost sure convergence to the set of Nash equilibria is guaranteed, even when the feedback loss is asynchronous and arbitrarily corrrelated among agents. We then extend the framework to deal with unknown feedback loss probabilities by using an estimator (constructed from past data) in its replacement. Finally, we further extend the framework to accomodate both asynchronous loss and stochastic rewards and establish that multi-agent ROGD learning still converges to the set of Nash equilibria in such settings. Together, these results contribute to the broad lanscape of multi-agent online learning by significantly relaxing the feedback information that is required to achieve desirable outcomes.
Re-evaluating evaluation
Balduzzi, David, Tuyls, Karl, Perolat, Julien, Graepel, Thore
Progress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents.
Solving Large Sequential Games with the Excessive Gap Technique
Kroer, Christian, Farina, Gabriele, Sandholm, Tuomas
There has been tremendous recent progress on equilibrium-finding algorithms for zero-sum imperfect-information extensive-form games, but there has been a puzzling gap between theory and practice. First-order methods have significantly better theoretical convergence rates than any counterfactual-regret minimization (CFR) variant. Despite this, CFR variants have been favored in practice. Experiments with first-order methods have only been conducted on small- and medium-sized games because those methods are complicated to implement in this setting, and because CFR variants have been enhanced extensively for over a decade they perform well in practice. In this paper we show that a particular first-order method, a state-of-the-art variant of the excessive gap technique---instantiated with the dilated entropy distance function---can efficiently solve large real-world problems competitively with CFR and its variants. We show this on large endgames encountered by the Libratus poker AI, which recently beat top human poker specialist professionals at no-limit Texas hold'em. We show experimental results on our variant of the excessive gap technique as well as a prior version. We introduce a numerically friendly implementation of the smoothed best response computation associated with first-order methods for extensive-form game solving. We present, to our knowledge, the first GPU implementation of a first-order method for extensive-form games. We present comparisons of several excessive gap technique and CFR variants.
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.