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 multiagent learning


Convergence and No-Regret in Multiagent Learning

Neural Information Processing Systems

Learning in a multiagent system is a challenging problem due to two key factors. First, if other agents are simultaneously learning then the envi- ronment is no longer stationary, thus undermining convergence guaran- tees. Second, learning is often susceptible to deception, where the other agents may be able to exploit a learner's particular dynamics. In the worst case, this could result in poorer performance than if the agent was not learning at all. These challenges are identifiable in the two most com- mon evaluation criteria for multiagent learning algorithms: convergence and regret.


Robustness of Optimality of Exploration Ratio against Agent Population in Multiagent Learning for Nonstationary Environments

AAAI Conferences

In this article, I show the robustness of optimality of exploration ratioagainst the number of agents (agent population)under multiagent learning (MAL) situation in nonstationary environments.Agent population will affect efficiency of agents' learning becauseeach agent's learning causes noisy factors for others.From this point, exploration ratio should be small to make MAL effective.In nonstationary environments, on the other hand, each agent needs explore with enough probability to catch-upchanges of the environments.This means the exploration ratio need to be significantly large.I investigate the relation between the population and the efficiency ofexploration based on a theorem about relations betweenthe exploration ratio and a lower boundary of learning error.Finally, it is shown that the population of the agents does not affectthe optimal exploration ratio under a certain condition.This consequence is confirmed by several experimentsusing population games with various reward functions.


An Application of Multiagent Learning in Highly Dynamic Environments

AAAI Conferences

We explore the emergent behavior of game theoretic algorithms in a highly dynamic applied setting in which the optimal goal for the agents is constantly changing. Our focus is on a variant of the traditional predator-prey problem entitled Defender. Consisting of multiple predators and multiple prey, Defender shares similarities with rugby, soccer, and football, in addition to current problems in the field of Multiagent Systems (MAS). Observations, communications, and knowledge about the world-state are designed to be information-sparse, modeling real-world uncertainty. We propose a solution to Defender by means of the well-known multiagent learning algorithm fictitious play, and compare it with rational learning, regret matching, minimax regret, and a simple greedy strategy. We provide the modifications required to build these agents and state the implications of their application of them to our problem. We show fictitious play's performance to be superior at evenly assigning predators to prey in spite of it being an incomplete and imperfect information game that is continually changing its dimension and payoff. Interestingly, its performance is attributed to a synthesis of fictitious play, partial observability, and an anti-coordination game which reinforces the payoff of actions that were previously taken.


Multiagent Learning: Basics, Challenges, and Prospects

AI Magazine

Multiagent systems (MAS) are widely accepted as an important method for solving problems of a distributed nature. A key to the success of MAS is efficient and effective multiagent learning (MAL). The past twenty-five years have seen a great interest and tremendous progress in the field of MAL. This article introduces and overviews this field by presenting its fundamentals, sketching its historical development and describing some key algorithms for MAL. Moreover, main challenges that the field is facing today are indentified.


Multiagent Learning in Large Anonymous Games

Journal of Artificial Intelligence Research

In large systems, it is important for agents to learn to act effectively, but sophisticated multi-agent learning algorithms generally do not scale. An alternative approach is to find restricted classes of games where simple, efficient algorithms converge. It is shown that stage learning efficiently converges to Nash equilibria in large anonymous games if best-reply dynamics converge. Two features are identified that improve convergence. First, rather than making learning more difficult, more agents are actually beneficial in many settings. Second, providing agents with statistical information about the behavior of others can significantly reduce the number of observations needed.


ISIS: An Explicit Model of Teamwork at RobotCup-97

AI Magazine

's performance in is driven by's development was driven by the Using Further aspects of multiagent agents could not always quickly locate and agent and team modeling. With respect to learning, as well as arenas of agent and intercept the ball or maintain awareness of teamwork, our previous work was based on team modeling (particularly to recognize positions of teammates and opponents. It then enables team members to make any decisions. Instead, all the decision Yaser Al-Onaizan, Ali Erdem, autonomously reason about coordination making rests with the higher level, Gal A. Kaminka, Stacy C. Marsella, and communication in teamwork, providing implemented in the Given its domain architecture, which takes into account the independence, it also enables reuse across recommendations made by the lower level. 's teamwork reasoning is currently test domain given its substantial also implemented in