best response
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7 Checklist
For all authors... (a) Do the main claims made in the abstract and introduction accurately reflect the paper's contributions and scope? If you ran experiments... (a) Did you include the code, data, and instructions needed to reproduce the main experimental results (either in the supplemental material or as a URL)? [Y es] We release the code and the models If you used crowdsourcing or conducted research with human subjects... (a) Did you include the full text of instructions given to participants and screenshots, if applicable? [Y es] We included the instructions given to participants in appendix F. In this appendix, we describe the neural network architecture used for our agents.Figure 2: Transformer encoder (left) used in both policy proposal network (center) and value network (right). Our model architecture is shown in Figure 2. It is essentially identical to the architecture in [11], except that it replaces the specialized graph-convolution-based encoder with a much simpler transformer encoder, removes all dropout layers, and uses separate policy and value networks. Aside from the encoder, the other aspects of the architecture are the same, notably the LSTM policy decoder, which decodes orders through sequential attention over each successive location in the encoder output to produce an action. The input to our new encoder is also identical to that of [11], consisting of the same representation of the current board state, previous board state, and a recent order embedding. Rather than processing various parts of this input in two parallel trunks before combining them into a shared encoder trunk, we take the simpler approach of concatenating all features together at the start, resulting in 146 feature channels across each of 81 board locations (75 region + 6 coasts). We pass this through a linear layer, add pointwise a learnable per-position per-channel bias, and then pass this to a standard transformer encoder architecture.
Appendix for " Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games " T able of Contents
A.1 Proof of Theorem 1 To prove Theorem 1, we need the help of the following Lemma Lemma 1. See Proposition 7.1 in [3]. Now we can prove our Theorem 1. Proof. Therefore, the distribution of state-action is equivalent to the distribution of the action. A.3 Proof of Theorem 3 Now let us first restate the propositions. PE is equivalent to exploitability.
Team-PSRO for Learning Approximate TMECor in Large Team Games via Cooperative Reinforcement Learning
Recent algorithms have achieved superhuman performance at a number of two-player zero-sum games such as poker and go. However, many real-world situations are multi-player games. Zero-sum two-team games, such as bridge and football, involve two teams where each member of the team shares the same reward with every other member of that team, and each team has the negative of the reward of the other team. A popular solution concept in this setting, called TMECor, assumes that teams can jointly correlate their strategies before play, but are not able to communicate during play. This setting is harder than two-player zero-sum games because each player on a team has different information and must use their public actions to signal to other members of the team.
XDO: A Double Oracle Algorithm for Extensive-Form Games
Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games.
Neural Auto-Curricula in Two-Player Zero-Sum Games
When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of who to compete with (i.e., the opponent mixture) and how to beat them (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework--Neural Auto-Curricula (NAC)--that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.