Czech Technical University in Prague
Planning Against Adversary in Zero-Sum Games: Heuristics for Selecting and Ordering Critical Actions
Chrpa, Lukas (Czech Technical University in Prague) | Rytir, Pavel (Czech Technical University in Prague) | Horcik, Rostislav (Czech Technical University in Prague)
Effective and efficient reasoning in adversarial environments is important for many real-world applications ranging from cybersecurity to military operations. Deliberative reasoning techniques, such as Automated Planning, often restrict to static environments where only an agent can make changes by its actions. On the other hand, such techniques are effective and can generate non-trivial solutions. To explicitly reason in environments with an active adversary such as zero-sum games, the game-theoretic framework such as the Double Oracle algorithm can be leveraged. In this paper, we leverage the notions of critical and adversary actions, where critical actions should be applied before the adversary ones. We propose heuristics that provide a guidance for planners about what (critical) actions and in which order have to be applied in a good plan. We empirically evaluate our approach in terms of quality of generated strategies (by leveraging Double Oracle) and CPU time required to generated such strategies.
Unifying Search-Based and Compilation-Based Approaches to Multi-Agent Path Finding through Satisfiability Modulo Theories
Surynek, Pavel (Czech Technical University in Prague)
We describe an attempt to unify search-based and compilation-based approaches to multi-agent path finding (MAPF) through satisfiability modulo theories (SMT). The task in MAPF is to navigate agents in an undirected graph to given goal vertices so that they do not collide. We rephrase Conflict-Based Search (CBS), one of the state-of-the-art algorithms for optimal MAPF solving, in the terms of SMT. This idea combines SAT-based solving known from MDD-SAT, a SAT-based optimal MAPF solver, at the low level with conflict elimination of CBS at the high level. Where the standard CBS branches the search after a conflict occurs, we refine the propositional model with a disjunctive constraint instead. Our novel algorithm called SMT-CBS hence does not branch at the high-level but incrementally extends the propositional model that is consulted with the SAT solver at each iteration. We experimentally compare SMT-CBS with CBS and MDD-SAT.
The Current State of StarCraft AI Competitions and Bots
Čertický, Michal (Czech Technical University in Prague) | Churchill, David (Memorial University of Newfoundland)
Real-Time Strategy (RTS) games have become an increasingly popular test-bed for modern artificial intelligence techniques. With this rise in popularity has come the creation of several annual competitions, in which AI agents (bots) play the full game of StarCraft: Broodwar by Blizzard Entertainment. The three major annual StarCraft AI Competitions are the Student StarCraft AI Tournament (SSCAIT), the Computational Intelligence in Games (CIG) competition, and the Artificial Intelligence and Interactive Digital Entertainment (AIIDE) competition. In this paper we will give an overview of the current state of these competitions, and the bots that compete in them.
Heuristic Search Value Iteration for One-Sided Partially Observable Stochastic Games
Horák, Karel (Czech Technical University in Prague) | Bošanský, Branislav (Czech Technical University in Prague) | Pěchouček, Michal (Czech Technical University in Prague)
Security problems can be modeled as two-player partially observable stochastic games with one-sided partial observability and infinite horizon (one-sided POSGs). We seek for optimal strategies of player 1 that correspond to robust strategies against the worst-case opponent (player 2) that is assumed to have a perfect information about the game. We present a novel algorithm for approximately solving one-sided POSGs based on the heuristic search value iteration (HSVI) for POMDPs. Our results include (1) theoretical properties of one-sided POSGs and their value functions, (2) guarantees showing the convergence of our algorithm to optimal strategies, and (3) practical demonstration of applicability and scalability of our algorithm on three different domains: pursuit-evasion, patrolling, and search games.
Strategic Information Revelation and Commitment in Security Games
Guo, Qingyu (Nanyang Technological University) | An, Bo (Nanyang Technological University) | Bosansky, Branislav (Czech Technical University in Prague) | Kiekintveld, Christopher (University of Texas at EI Paso)
The Strong Stackelberg Equilibrium (SSE) has drawn extensive attention recently in several security domains, which optimizes the defender's random allocation of limited security resources. However, the SSE concept neglects the advantage of defender's strategic revelation of her private information, and overestimates the observation ability of the adversaries. In this paper, we overcome these restrictions and analyze the tradeoff between strategic secrecy and commitment in security games. We propose a Disguised-resource Security Game (DSG) where the defender strategically disguises some of her resources. We compare strategic information revelation with public commitment and formally show that they have different advantages depending the payoff structure. To compute the Perfect Bayesian Equilibrium (PBE), several novel approaches are provided, including basic MILP formulations with mixed defender strategy and compact representation, a novel algorithm based on support set enumeration, and an approximation algorithm for epsilon-PBE. Extensive experimental evaluation shows that both strategic secrecy and Stackelberg commitment are critical measures in security domain, and our approaches can solve PBE for realistic-sized problems with good enough and robust solution quality.
Combining Incremental Strategy Generation and Branch and Bound Search for Computing Maxmin Strategies in Imperfect Recall Games
Cermak, Jiri (Czech Technical University in Prague) | Bosansky, Branislav (Czech Technical University in Prague) | Pechoucek, Michal (Czech Technical University in Prague)
Extensive-form games with imperfect recall are an important model of dynamic games where the players forget previously known information. Often, imperfect recall games are the result of an abstraction algorithm that simplifies a large game with perfect recall. Unfortunately, solving an imperfect recall game has fundamental problems since a Nash equilibrium does not have to exist. Alternatively, we can seek maxmin strategies that guarantee an expected outcome. The only existing algorithm computing maxmin strategies in imperfect recall games, however, requires approximating a bilinear program that is proportional to the size of the game and thus has a limited scalability. We propose a novel algorithm for computing maxmin strategies that combines this approximate algorithm with an incremental strategy-generation technique designed previously for extensive-form games with perfect recall. Experimental evaluation shows that the novel algorithm builds only a fraction of the game tree and improves the scalability by several orders of magnitude. Finally, we demonstrate that our algorithm can solve an abstracted variant of a large game faster compared to the algorithms operating on the unabstracted perfect-recall variant.
Towards Solving Imperfect Recall Games
Cermak, Jiri (Czech Technical University in Prague) | Bosansky, Branislav (Czech Technical University in Prague)
Imperfect recall games represent dynamic interactions where players can forget previously known information, such as the exact history of played actions. Opposed to perfect recall games, where the players remember all information, imperfect recall games allow a concise representation of strategies. However, most of the existing algorithmic results are negative for imperfect recall games and many theoretical and computational results do not translate from perfect recall games. The goal of this paper is to (1) summarize the existing results regarding imperfect recall games and (2) extend these results to a restricted subclass of imperfect recall games termed A-loss recall games. Finally, (3) we emphasize the impact of these theoretical results on algorithms that compute (approximately) optimal strategies in extensive-form games and show that they cannot be easily extended to imperfect recall games.
Eqilibrium Approximation Quality of Current No-Limit Poker Bots
Lisy, Viliam (Czech Technical University in Prague) | Bowling, Michael (University of Alberta, Canada)
Approximating a Nash equilibrium is currently the best performing approach for creating poker-playing programs. While for the simplest variants of the game, it is possible to evaluate the quality of the approximation by computing the value of the best response strategy, this is currently not computationally feasible for larger variants of the game, such as heads-up no-limit Texas hold'em. In this paper, we present a simple and computationally inexpensive Local Best Response method for computing an approximate lower bound on the value of the best response strategy. Using this method, we show that existing poker-playing programs, based on solving abstract games, are remarkably poor Nash equilibrium approximations.
The International Competition of Distributed and Multiagent Planners (CoDMAP)
Komenda, Antonín (Czech Technical University in Prague) | Stolba, Michal (Czech Technical University in Prague) | Kovacs, Daniel L. (Budapest University of Technology and Economics)
This article reports on the first international Competition of Distributed and Multiagent Planners (CoDMAP). The competition focused on cooperative domain-independent planners compatible with a minimal multiagent extension of the classical planning model. The motivations for the competition were manifold: to standardize the problem description language with a common set of benchmarks, to promote development of multiagent planners both inside and outside of the multiagent research community, and to serve as a prototype for future multiagent planning competitions. The article provides an overview of cooperative multiagent planning, describes a novel variant of standardized input language for encoding mutliagent planning problems and summarizes the key points of organization, competing planners and results of the competition.
The International Competition of Distributed and Multiagent Planners (CoDMAP)
Komenda, Antonín (Czech Technical University in Prague) | Stolba, Michal (Czech Technical University in Prague) | Kovacs, Daniel L. (Budapest University of Technology and Economics)
This article reports on the first international Competition of Distributed and Multiagent Planners (CoDMAP). The competition focused on cooperative domain-independent planners compatible with a minimal multiagent extension of the classical planning model. The motivations for the competition were manifold: to standardize the problem description language with a common set of benchmarks, to promote development of multiagent planners both inside and outside of the multiagent research community, and to serve as a prototype for future multiagent planning competitions. The article provides an overview of cooperative multiagent planning, describes a novel variant of standardized input language for encoding mutliagent planning problems and summarizes the key points of organization, competing planners and results of the competition.