Agents
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 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.
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments
Srinivasan, Sriram, Lanctot, Marc, Zambaldi, Vinicius, Perolat, Julien, Tuyls, Karl, Munos, Remi, Bowling, Michael
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.
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.
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.
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.
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.
13 Chatbot and AI Experts on Whether Chatbots are a Threat to Support Agents - Kommunicate Blog
Today, we see chatbots that augment the work of support agents by pre-filtering customer queries. We use this type of technology with our own Customer Success team, and we've found it's been hugely effective in helping them focus on the most complicated cases and deeper customer interactions. Then there are intelligent agents; these are fully autonomous agents who take over low value, rote, repetitive tasks. Over the past two decades, as we've fully digitized the workplace, these tasks have devolved onto knowledge workers, stealing precious time from the jobs they were actually hired to do. Think of things like expense reporting, travel booking, and meeting scheduling.
Bounds on the Cost of Stabilizing a Cooperative Game
Bachrach, Yoram, Elkind, Edith, Malizia, Enrico, Meir, Reshef, Pasechnik, Dmitrii, Rosenschein, Jeffrey S., Rothe, Jörg, Zuckerman, Michael
A key issue in cooperative game theory is coalitional stability, usually captured by the notion of the core---the set of outcomes that are resistant to group deviations. However, some coalitional games have empty cores, and any outcome in such a game is unstable. We investigate the possibility of stabilizing a coalitional game by using subsidies. We consider scenarios where an external party that is interested in having the players work together offers a supplemental payment to the grand coalition, or, more generally, a particular coalition structure. This payment is conditional on players not deviating from this coalition structure, and may be divided among the players in any way they wish. We define the cost of stability as the minimum external payment that stabilizes the game. We provide tight bounds on the cost of stability, both for games where the coalitional values are nonnegative (profit-sharing games) and for games where the coalitional values are nonpositive (cost-sharing games), under natural assumptions on the characteristic function, such as superadditivity, anonymity, or both. We also investigate the relationship between the cost of stability and several variants of the least core. Finally, we study the computational complexity of problems related to the cost of stability, with a focus on weighted voting games.