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Collaborating Authors

 Delage, Aurélien


Solving Hierarchical Information-Sharing Dec-POMDPs: An Extensive-Form Game Approach

arXiv.org Artificial Intelligence

A recent theory shows that a multi-player decentralized partially observable Markov decision process can be transformed into an equivalent single-player game, enabling the application of \citeauthor{bellman}'s principle of optimality to solve the single-player game by breaking it down into single-stage subgames. However, this approach entangles the decision variables of all players at each single-stage subgame, resulting in backups with a double-exponential complexity. This paper demonstrates how to disentangle these decision variables while maintaining optimality under hierarchical information sharing, a prominent management style in our society. To achieve this, we apply the principle of optimality to solve any single-stage subgame by breaking it down further into smaller subgames, enabling us to make single-player decisions at a time. Our approach reveals that extensive-form games always exist with solutions to a single-stage subgame, significantly reducing time complexity. Our experimental results show that the algorithms leveraging these findings can scale up to much larger multi-player games without compromising optimality.


HSVI fo zs-POSGs using Concavity, Convexity and Lipschitz Properties

arXiv.org Artificial Intelligence

Dynamic programming and heuristic search are at the core of state-of-the-art solvers for sequential decision-making problems. In partially observable or collaborative settings (\eg, POMDPs and Dec-POMDPs), this requires introducing an appropriate statistic that induces a fully observable problem as well as bounding (convex) approximators of the optimal value function. This approach has succeeded in some subclasses of 2-player zero-sum partially observable stochastic games (zs-POSGs) as well, but failed in the general case despite known concavity and convexity properties, which only led to heuristic algorithms with poor convergence guarantees. We overcome this issue, leveraging on these properties to derive bounding approximators and efficient update and selection operators, before deriving a prototypical solver inspired by HSVI that provably converges to an $\epsilon$-optimal solution in finite time, and which we empirically evaluate. This opens the door to a novel family of promising approaches complementing those relying on linear programming or iterative methods.


On Bellman's Optimality Principle for zs-POSGs

arXiv.org Artificial Intelligence

Many non-trivial sequential decision-making problems are efficiently solved by relying on Bellman's optimality principle, i.e., exploiting the fact that sub-problems are nested recursively within the original problem. Here we show how it can apply to (infinite horizon) 2-player zero-sum partially observable stochastic games (zs-POSGs) by (i) taking a central planner's viewpoint, which can only reason on a sufficient statistic called occupancy state, and (ii) turning such problems into zero-sum occupancy Markov games (zs-OMGs). Then, exploiting the Lipschitz-continuity of the value function in occupancy space, one can derive a version of the HSVI algorithm (Heuristic Search Value Iteration) that provably finds an $\epsilon$-Nash equilibrium in finite time.