Agents
A Graphical Representation for Games in Partition Function Form
Skibski, Oskar (Kyushu University) | Michalak, Tomasz P. (University of Oxford and University of Warsaw) | Sakurai, Yuko (Kyushu University and JST PRESTO) | Wooldridge, Michael (University of Oxford) | Yokoo, Makoto (Kyushu University)
We propose a novel representation for coalitional games with externalities, called Partition Decision Trees. This representation is based on rooted directed trees, where non-leaf nodes are labelled with agents' names, leaf nodes are labelled with payoff vectors, and edges indicate membership of agents in coalitions. We show that this representation is fully expressive, and for certain classes of games significantly more concise than an extensive representation. Most importantly, Partition Decision Trees are the first formalism in the literature under which most of the direct extensions of the Shapley value to games with externalities can be computed in polynomial time.
Agents Vote for the Environment: Designing Energy-Efficient Architecture
Marcolino, Leandro Soriano (University of Southern California) | Gerber, David (University of Southern California) | Kolev, Boian (California State University, Dominguez Hills) | Price, Samori (California State University, Dominguez Hills) | Pantazis, Evangelos (University of Southern California) | Tian, Ye (University of Southern California) | Tambe, Milind (University of Southern California)
Saving energy is a major concern. Hence, it is fundamental to design and construct buildings that are energy-efficient. It is known that the early stage of architectural design has a significant impact on this matter. However, it is complex to create designs that are optimally energy efficient, and at the same time balance other essential criterias such as economics, space, and safety. One state-of-the art approach is to create parametric designs, and use a genetic algorithm to optimize across different objectives. We further improve this method, by aggregating the solutions of multiple agents. We evaluate diverse teams, composed by different agents; and uniform teams, composed by multiple copies of a single agent. We test our approach across three design cases of increasing complexity, and show that the diverse team provides a significantly larger percentage of optimal solutions than single agents.
Automatic Public State Space Abstraction in Imperfect Information Games
Schmid, Martin (Charles University in Prague) | Moravcik, Matej (Charles University in Prague) | Hladik, Milan (Charles University in Prague) | Gaukroder, Stephen J. (Koypetition)
Although techniques for finding Nash equilibria in extensive form games have become more powerful in recent years, many games that model real world interactions remain too large to be solved directly. The current approach is to create a smaller abstracted game, allowing the computation of an optimal solution. The strategy can then be used in the original game. Considering public information to create the abstraction can be strategically important, yet very few of the previous abstraction algorithms specifically consider public information or use an expert approach. In this paper, we show that the public information can be crucial, and we present a new, automatic technique for abstracting the public state space. We also present an experimental evaluation in the domain of Texas Hold’em poker and show that it outperforms state-of-the-art abstraction algorithms.
Nonparametric Bayesian Learning of Other Agents' Policies in Interactive POMDPs
Panella, Alessandro (University of Illinois at Chicago) | Gmytrasiewicz, Piotr (University of Illinois at Chicago)
We consider an autonomous agent facing a partially observable, stochastic, multiagent environment where the unknown policies of other agents are represented as finite state controllers (FSCs). We show how an agent can (i) learn the FSCs of the other agents, and (ii) exploit these models during interactions. To separate the issues of off-line versus on-line learning we consider here an off-line two-phase approach. During the first phase the agent observes as the other player(s) are interacting with the environment (the observations may be imperfect and the learning agent is not taking part in the interaction.) The collected data is used to learn an ensemble of FSCs that explain the behavior of the other agent(s) using a Bayesian non-parametric (BNP) approach. We verify the quality of the learned models during the second phase by allowing the agent to compute its own optimal policy and interact with the observed agent. The optimal policy for the learning agent is obtained by solving an interactive POMDP in which the states are augmented by the other agent(s)' possible FSCs. The advantage of using the Bayesian nonparametric approach in the first phase is that the complexity (number of nodes) of the learned controllers is not bounded a priori. Our two-phase approach is preliminary and separates the learning using BNP from the complexities of learning on-line while the other agent may be modifying its policy (on-line approach is subject of our future work.) We describe our implementation and results in a multiagent Tiger domain. Our results show that learning improves the agent's performance, which increases with the amount of data collected during the learning phase.
Every Team Makes Mistakes: An Initial Report on Predicting Failure in Teamwork
Nagarajan, Vaishnavh (Indian Institute of Technology Madras) | Marcolino, Leandro Soriano (University of Southern California) | Tambe, Milind (University of Southern California)
Voting among different agents is a powerful tool in problem solving, and it has been widely applied to improve the performance in machine learning. However, the potential of voting has been explored only in improving the ability of finding the correct answer to a complex problem. In this paper we present a novel benefit in voting, that has not been observed before: we show that we can use the voting patterns to assess the performance of a team and predict their final outcome. This prediction can be executed at any moment during problem-solving and it is completely domain independent. We present a preliminary theoretical explanation of why our prediction method works, where we show that the accuracy is better for diverse teams composed by different agents than for uniform teams made of copies of the same agent. We also perform experiments in the Computer Go domain, where we show that we can obtain a high accuracy in predicting the final outcome of the games. We analyze the prediction accuracy for 3 different teams, and we show that the prediction works significantly better for a diverse team. Since our approach is completely domain independent, it can be easily applied to a variety of domains, such as the video games in the Arcade Learning Environment.
Uncovering Hidden Structure through Parallel Problem Decomposition for the Set Basis Problem
Xue, Yexiang (Cornell University) | Ermon, Stefano (Stanford University) | Gomes, Carla (Cornell University) | Selman, Bart (Cornell University)
Exploiting parallelism is a key strategy for speeding up computation. However, on hard combinatorial problems, such a strategy has been surprisingly challenging due to the intricate variable interactions. In this paper we introduce a novel way in which parallelism can be used to exploit hidden structure of hard combinatorial problems, orthogonal to divide-and-conquer and portfolio approaches. We demonstrate the success of this approach on the minimal set basis problem, which has a wide range of applications e.g., in optimization, machine learning, and system security. We also show the effectiveness of our approach on a related application problem from materials discovery. In our approach, a large number of smaller sub-problems are identified and solved concurrently. We then aggregate the information from those solutions, and use this information to initialize the search of a global, complete solver. We show that this strategy leads to a significant speed-up over a sequential approach since the aggregated sub-problem solution information often provides key structural insights to the complete solver. Our approach also greatly outperforms state-of-the-art incomplete solvers in terms of solution quality. Our work opens up a novel angle for using parallelism to solve hard combinatorial problems.
Game Theoretic Considerations for Optimizing Efficiency of Taxi Systems
Gan, Jiarui (Institute of Computing Technology Chinese Academy of Science) | An, Bo (Nanyang Technological University)
Taxi service is an indispensable part of public transport in modern cities. The taxi system is operated by a large number of self-controlled drivers lacking of centralized scheduling and control, which makes it inefficient, difficult to analyze and optimize. It is thus important to take into account taxi drivers' strategic behavior in order to optimize taxi systems' efficiency. This paper reviews existing taxi system researches for modeling taxi system dynamics, introduces the taxi system efficiency optimization problem, and presents a game theoretic approach for optimizing the efficiency of taxi systems. Challenges and open issues in the taxi system efficiency optimization problem are also discussed.
Hierarchical Abstraction, Distributed Equilibrium Computation, and Post-Processing, with Application to a Champion No-Limit Texas Hold'em Agent
Brown, Noam (Carnegie Mellon University) | Ganzfried, Sam (Carnegie Mellon University) | Sandholm, Tuomas (Carnegie Mellon University)
The leading approach for solving large imperfect-information games is automated abstraction followed by running an equilibrium-finding algorithm. We introduce a distributed version of the most commonly used equilibrium-finding algorithm, counterfactual regret minimization (CFR), which enables CFR to scale to dramatically larger abstractions and numbers of cores. The new algorithm begets constraints on the abstraction so as to make the pieces running on different computers disjoint. We introduce an algorithm for generating such abstractions while capitalizing on state-of-the-art abstraction ideas such as imperfect recall and earth-mover's distance. Our techniques enabled an equilibrium computation of unprecedented size on a supercomputer with a high inter-blade memory latency. Prior approaches run slowly on this architecture. Our approach also leads to a significant improvement over using the prior best approach on a large shared-memory server with low memory latency. Finally, we introduce a family of post-processing techniques that outperform prior ones. We applied these techniques to generate an agent for two-player no-limit Texas Hold'em that won the 2014 Annual Computer Poker Competition, beating each opponent with statistical significance.
RAPID: A Belief Convergence Strategy for Collaborating with Inconsistent Agents
Sarratt, Trevor (University of California Santa Cruz) | Jhala, Arnav (University of California Santa Cruz)
Maintaining an accurate set of beliefs in a partially observable scenario, particularly with respect to other agents operating in the same space, is a vital aspect of multiagent planning. We analyze how the beliefs of an agent can be updated for fast adaptivity to changes in the behavior of an unknown teammate. The main contribution of this paper is the empirical evaluation of an agent cooperating with a teammate whose goals change periodically. We test our approach in a collaborative multiagent domain where identification of goals is necessary for successful completion. The belief revision technique we propose outperforms the traditional approach in a majority of test cases. Additionally, our results suggest the ability to approximate a higher level model by utilizing a belief distribution over a set of lower level behaviors, particularly when the belief update strategy identifies changes in the behavior in a responsive manner.
Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information
Osawa, Hirotaka (University of Tsukuba)
A unique behavior of humans is modifying one’s unobservable behavior based on the reaction of others for cooperation. We used a card game called Hanabi as an evaluation task of imitating human reflective intelligence with artificial intelligence. Hanabi is a cooperative card game with incomplete information. A player cooperates with an opponent in building several card sets constructed with the same color and ordered numbers. However, like a blind man's bluff, each player sees the cards of all other players except his/her own. Also, communication between players is restricted to information about the same numbers and colors, and the player is required to read his/his opponent's intention with the opponent's hand, estimate his/her cards with incomplete information, and play one of them for building a set. We compared human play with several simulated strategies. The results indicate that the strategy with feedbacks from simulated opponent's viewpoints achieves more score than other strategies.