empirical game
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Ranking Joint Policies in Dynamic Games using Evolutionary Dynamics
Koliou, Natalia, Vouros, George
Game-theoretic solution concepts, such as the Nash equilibrium, have been key to finding stable joint actions in multi-player games. However, it has been shown that the dynamics of agents' interactions, even in simple two-player games with few strategies, are incapable of reaching Nash equilibria, exhibiting complex and unpredictable behavior. Instead, evolutionary approaches can describe the long-term persistence of strategies and filter out transient ones, accounting for the long-term dynamics of agents' interactions. Our goal is to identify agents' joint strategies that result in stable behavior, being resistant to changes, while also accounting for agents' payoffs, in dynamic games. Towards this goal, and building on previous results, this paper proposes transforming dynamic games into their empirical forms by considering agents' strategies instead of agents' actions, and applying the evolutionary methodology $\alpha$-Rank to evaluate and rank strategy profiles according to their long-term dynamics. This methodology not only allows us to identify joint strategies that are strong through agents' long-term interactions, but also provides a descriptive, transparent framework regarding the high ranking of these strategies. Experiments report on agents that aim to collaboratively solve a stochastic version of the graph coloring problem. We consider different styles of play as strategies to define the empirical game, and train policies realizing these strategies, using the DQN algorithm. Then we run simulations to generate the payoff matrix required by $\alpha$-Rank to rank joint strategies.
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- Information Technology > Game Theory (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic Strategies
Moraes, Rubens O., Aleixo, David S., Ferreira, Lucas N., Lelis, Levi H. S.
This paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response (IBR), Fictitious Play (FP), and Double-Oracle (DO), can be computationally expensive or miss important information for guiding search algorithms. 2L actively selects a set of reference strategies to improve the search signal. We empirically demonstrate the advantages of our approach while guiding a local search algorithm for synthesizing strategies in three games, including MicroRTS, a challenging real-time strategy game. Results show that 2L learns reference strategies that provide a stronger search signal than IBR, FP, and DO. We also simulate a tournament of MicroRTS, where a synthesizer using 2L outperformed the winners of the two latest MicroRTS competitions, which were programmatic strategies written by human programmers.
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Co-Learning Empirical Games and World Models
Smith, Max Olan, Wellman, Michael P.
Game-based decision-making involves reasoning over both world dynamics and strategic interactions among the agents. Typically, empirical models capturing these respective aspects are learned and used separately. We investigate the potential gain from co-learning these elements: a world model for dynamics and an empirical game for strategic interactions. Empirical games drive world models toward a broader consideration of possible game dynamics induced by a diversity of strategy profiles. Conversely, world models guide empirical games to efficiently discover new strategies through planning. We demonstrate these benefits first independently, then in combination as realized by a new algorithm, Dyna-PSRO, that co-learns an empirical game and a world model. When compared to PSRO -- a baseline empirical-game building algorithm, Dyna-PSRO is found to compute lower regret solutions on partially observable general-sum games. In our experiments, Dyna-PSRO also requires substantially fewer experiences than PSRO, a key algorithmic advantage for settings where collecting player-game interaction data is a cost-limiting factor.
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
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Empirical Game-Theoretic Analysis for Mean Field Games
Wang, Yongzhao, Wellman, Michael P.
We present a simulation-based approach for solution of mean field games (MFGs), using the framework of empirical game-theoretical analysis (EGTA). Our primary method employs a version of the double oracle, iteratively adding strategies based on best response to the equilibrium of the empirical MFG among strategies considered so far. We present Fictitious Play (FP) and Replicator Dynamics as two subroutines for computing the empirical game equilibrium. Each subroutine is implemented with a query-based method rather than maintaining an explicit payoff matrix as in typical EGTA methods due to a representation issue we highlight for MFGs. By introducing game model learning and regularization, we significantly improve the sample efficiency of the primary method without sacrificing the overall learning performance. Theoretically, we prove that a Nash equilibrium (NE) exists in the empirical MFG and show the convergence of iterative EGTA to NE of the full MFG with either subroutine. We test the performance of iterative EGTA in various games and show that it outperforms directly applying FP to MFGs in terms of iterations of strategy introduction.
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- Europe > United Kingdom > England > Greater London > London (0.04)
Regularization for Strategy Exploration in Empirical Game-Theoretic Analysis
Wang, Yongzhao, Wellman, Michael P.
In iterative approaches to empirical game-theoretic analysis (EGTA), the strategy space is expanded incrementally based on analysis of intermediate game models. A common approach to strategy exploration, represented by the double oracle algorithm, is to add strategies that best-respond to a current equilibrium. This approach may suffer from overfitting and other limitations, leading the developers of the policy-space response oracle (PSRO) framework for iterative EGTA to generalize the target of best response, employing what they term meta-strategy solvers (MSSs). Noting that many MSSs can be viewed as perturbed or approximated versions of Nash equilibrium, we adopt an explicit regularization perspective to the specification and analysis of MSSs. We propose a novel MSS called regularized replicator dynamics (RRD), which simply truncates the process based on a regret criterion. We show that RRD is more adaptive than existing MSSs and outperforms them in various games. We extend our study to three-player games, for which the payoff matrix is cubic in the number of strategies and so exhaustively evaluating profiles may not be feasible. We propose a profile search method that can identify solutions from incomplete models, and combine this with iterative model construction using a regularized MSS. Finally, and most importantly, we reveal that the regret of best response targets has a tremendous influence on the performance of strategy exploration through experiments, which provides an explanation for the effectiveness of regularization in PSRO.
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Navigating the Landscape of Multiplayer Games to Probe the Drosophila of AI
Omidshafiei, Shayegan, Tuyls, Karl, Czarnecki, Wojciech M., Santos, Francisco C., Rowland, Mark, Connor, Jerome, Hennes, Daniel, Muller, Paul, Perolat, Julien, De Vylder, Bart, Gruslys, Audrunas, Munos, Remi
Multiplayer games have a long history in being used as key testbeds for evaluation and training in artificial intelligence (AI), aptly referred to as the "Drosophila of AI". Traditionally, researchers have focused on using games to build strong AI agents that, e.g., achieve human-level performance. This progress, however, also requires a classification of how 'interesting' a game is for an artificial agent, which requires characterization of games and their topological landscape. Tackling this latter question not only facilitates an understanding of the characteristics of learnt AI agents in games, but can also help determine what game an AI should address next as part of its training. Here, we show how network measures applied to so-called response graphs of large-scale games enable the creation of a useful landscape of games, quantifying the relationships between games of widely varying sizes, characteristics, and complexities. We illustrate our findings in various domains, ranging from well-studied canonical games to significantly more complex empirical games capturing the performance of trained AI agents pitted against one another. Our results culminate in a demonstration of how one can leverage this information to automatically generate new and interesting games, including mixtures of empirical games synthesized from real world games.
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Real World Games Look Like Spinning Tops
Czarnecki, Wojciech Marian, Gidel, Gauthier, Tracey, Brendan, Tuyls, Karl, Omidshafiei, Shayegan, Balduzzi, David, Jaderberg, Max
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.
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