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Strategy Grafting in Extensive Games

Neural Information Processing Systems

Extensive games are often used to model the interactions of multiple agents within an environment. Much recent work has focused on increasing the size of an extensive game that can be feasibly solved. Despite these improvements, many interesting games are still too large for such techniques. A common approach for computing strategies in these large games is to first employ an abstraction technique to reduce the original game to an abstract game that is of a manageable size. This abstract game is then solved and the resulting strategy is used in the original game. Most top programs in recent AAAI Computer Poker Competitions use this approach. The trend in this competition has been that strategies found in larger abstract games tend to beat strategies found in smaller abstract games. These larger abstract games have more expressive strategy spaces and therefore contain better strategies. In this paper we present a new method for computing strategies in large games. This method allows us to compute more expressive strategies without increasing the size of abstract games that we are required to solve. We demonstrate the power of the approach experimentally in both small and large games, while also providing a theoretical justification for the resulting improvement.


A rational model of preference learning and choice prediction by children

Neural Information Processing Systems

Young children demonstrate the ability to make inferences about the preferences of other agents based on their choices. However, there exists no overarching account of what children are doing when they learn about preferences or how they use that knowledge. We use a rational model of preference learning, drawing on ideas from economics and computer science, to explain the behavior of children in several recent experiments. Specifically, we show how a simple econometric model can be extended to capture two- to four-year-olds’ use of statistical information in inferring preferences, and their generalization of these preferences.


Complexity of Decentralized Control: Special Cases

Neural Information Processing Systems

The worst-case complexity of general decentralized POMDPs, which are equivalent to partially observable stochastic games (POSGs) is very high, both for the cooperative and competitive cases. Some reductions in complexity have been achieved by exploiting independence relations in some models. We show that these results are somewhat limited: when these independence assumptions are relaxed in very small ways, complexity returns to that of the general case.


Discrete MDL Predicts in Total Variation

Neural Information Processing Systems

The Minimum Description Length (MDL) principle selects the model that has the shortest code for data plus model. We show that for a countable class of models, MDL predictions are close to the true distribution in a strong sense. The result is completely general. No independence, ergodicity, stationarity, identifiability, or other assumption on the model class need to be made. More formally, we show that for any countable class of models, the distributions selected by MDL (or MAP) asymptotically predict (merge with) the true measure in the class in total variation distance.


Solving Stochastic Games

Neural Information Processing Systems

Solving multi-agent reinforcement learning problems has proven difficult because of the lack of tractable algorithms. We provide the first approximation algorithm which solves stochastic games to within $\epsilon$ relative error of the optimal game-theoretic solution, in time polynomial in $1/\epsilon$. Our algorithm extends Murrays and Gordon’s (2007) modified Bellman equation which determines the \emph{set} of all possible achievable utilities; this provides us a truly general framework for multi-agent learning. Further, we empirically validate our algorithm and find the computational cost to be orders of magnitude less than what the theory predicts.


Multi-Agent Filtering with Infinitely Nested Beliefs

Neural Information Processing Systems

In partially observable worlds with many agents, nested beliefs are formed when agents simultaneously reason about the unknown state of the world and the beliefs of the other agents. The multi-agent filtering problem is to efficiently represent and update these beliefs through time as the agents act in the world. In this paper, we formally define an infinite sequence of nested beliefs about the state of the world at the current time $t$ and present a filtering algorithm that maintains a finite representation which can be used to generate these beliefs. In some cases, this representation can be updated exactly in constant time; we also present a simple approximation scheme to compact beliefs if they become too complex. In experiments, we demonstrate efficient filtering in a range of multi-agent domains.


RoxyBot-06: Stochastic Prediction and Optimization in TAC Travel

Journal of Artificial Intelligence Research

In this paper, we describe our autonomous bidding agent, RoxyBot, who emerged victorious in the travel division of the 2006 Trading Agent Competition in a photo finish. At a high level, the design of many successful trading agents can be summarized as follows: (i) price prediction: build a model of market prices; and (ii) optimization: solve for an approximately optimal set of bids, given this model. To predict, RoxyBot builds a stochastic model of market prices by simulating simultaneous ascending auctions. To optimize, RoxyBot relies on the sample average approximation method, a stochastic optimization technique.


Consensus Dynamics in a non-deterministic Naming Game with Shared Memory

arXiv.org Artificial Intelligence

In the naming game, individuals or agents exchange pairwise local information in order to communicate about objects in their common environment. The goal of the game is to reach a consensus about naming these objects. Originally used to investigate language formation and self-organizing vocabularies, we extend the classical naming game with a globally shared memory accessible by all agents. This shared memory can be interpreted as an external source of knowledge like a book or an Internet site. The extended naming game models an environment similar to one that can be found in the context of social bookmarking and collaborative tagging sites where users tag sites using appropriate labels, but also mimics an important aspect in the field of human-based image labeling. Although the extended naming game is non-deterministic in its word selection, we show that consensus towards a common vocabulary is reached. More importantly, we show the qualitative and quantitative influence of the external source of information, i.e. the shared memory, on the consensus dynamics between the agents.


The Cultural Geography Model: An Agent Based Modeling Framework for Analysis of the Impact of Culture in Irregular Warfare

AAAI Conferences

The development of tools to provide insight into the behavioral response of a civilian population will greatly benefit the modeling and simulation community and have potential applications across multiple user communities in the U.S. Department of Defense. We present an overview of a modular agent-based modeling framework, grounded in the human behavioral and social theory, which is intended to represent a populations’ stance on issues as a function of their changing beliefs, values and interests. We utilize and integrate theories of narrative identity [1] and planned behavior [2] with macrosociological theories of heterogeneity and influence [3][4] to model civilian behavior in a conflict ecosystem. Communication between agents takes place across a social network developed using real data about the population under consideration, and essential services are implemented as objects within the model allowing for experimentation with different courses of action for development of civil service capacity. We describe the theoretical underpinnings of the model, the current state of implementation, potential use cases, and the path forward for future work.


Multi-Agent Framework for Modeling of the Formation and Dynamics of Pirate Networks

AAAI Conferences

This paper presents an agent based framework for modeling of the formation and dynamics of pirate networks. The framework consists of (1) development of network formation mechanism and (2) formulation of pirate attack dynamics. Accordingly, the paper attempts to define the characteristics of Pirate Networks and to formulate the rules that govern the operation and evolution of Pirate Networks. We discuss the clan based social system that facilitate pirate formation as well as the pirate network inter-action with the hosting clan system. Using published material, empirical data and surveys the paper attempts to establish credible formation mechanism and operational characterization of pirate attacks. The proposed framework accounts for clan dynamics and the interplay of social, ecological and physical spaces. Finally we conclude with a discussion on exploratory modeling for the refinement of the proposed framework and for empirically grounding proposed simulations.