No Arabic abstract
To achieve general intelligence, agents must learn how to interact with others in a shared environment: this is the challenge of multiagent reinforcement learning (MARL). The simplest form is independent reinforcement learning (InRL), where each agent treats its experience as part of its (non-stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe an algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game-theoretic analysis to compute meta-strategies for policy selection. The algorithm generalizes previous ones such as InRL, iterated best response, double oracle, and fictitious play. Then, we present a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in two partially observable settings: gridworld coordination games and poker.
The Iterated Prisoners Dilemma has guided research on social dilemmas for decades. However, it distinguishes between only two atomic actions: cooperate and defect. In real-world prisoners dilemmas, these choices are temporally extended and different strategies may correspond to sequences of actions, reflecting grades of cooperation. We introduce a Sequential Prisoners Dilemma (SPD) game to better capture the aforementioned characteristics. In this work, we propose a deep multiagent reinforcement learning approach that investigates the evolution of mutual cooperation in SPD games. Our approach consists of two phases. The first phase is offline: it synthesizes policies with different cooperation degrees and then trains a cooperation degree detection network. The second phase is online: an agent adaptively selects its policy based on the detected degree of opponent cooperation. The effectiveness of our approach is demonstrated in two representative SPD 2D games: the Apple-Pear game and the Fruit Gathering game. Experimental results show that our strategy can avoid being exploited by exploitative opponents and achieve cooperation with cooperative opponents.
In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based planning systems is the ability to integrate planning with execution by synthesising control strategies for flexible plans. However, flexible plans can only represent temporal uncertainty, while more complex forms of nondeterminism are needed to deal with a wider range of realistic problems. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalising the state of the art while uniformly handling temporal uncertainty and nondeterminism. We define a general concept of timeline-based game and we show that the notion of winning strategy for these games is strictly more general than that of control strategy for dynamically controllable flexible plans. Moreover, we show that the problem of establishing the existence of such winning strategies is decidable using a doubly exponential amount of space.
A game-theoretic framework is used to study the effect of constellation size on the energy efficiency of wireless networks for M-QAM modulation. A non-cooperative game is proposed in which each user seeks to choose its transmit power (and possibly transmit symbol rate) as well as the constellation size in order to maximize its own utility while satisfying its delay quality-of-service (QoS) constraint. The utility function used here measures the number of reliable bits transmitted per joule of energy consumed, and is particularly suitable for energy-constrained networks. The best-response strategies and Nash equilibrium solution for the proposed game are derived. It is shown that in order to maximize its utility (in bits per joule), a user must choose the lowest constellation size that can accommodate the users delay constraint. Using this framework, the tradeoffs among energy efficiency, delay, throughput and constellation size are also studied and quantified. The effect of trellis-coded modulation on energy efficiency is also discussed.
It is a long-standing goal of artificial intelligence (AI) to be superior to human beings in decision making. Games are suitable for testing AI capabilities of making good decisions in non-numerical tasks. In this paper, we develop a new AI algorithm to play the penny-matching game considered in Shannons mind-reading machine (1953) against human players. In particular, we exploit cognitive hierarchy theory and Bayesian learning techniques to continually evolve a model for predicting human player decisions, and let the AI player make decisions according to the model predictions to pursue the best chance of winning. Experimental results show that our AI algorithm beats 27 out of 30 volunteer human players.
A game-theoretic framework is used to study the effect of constellation size on the energy efficiency of wireless networks for M-QAM modulation. A non-cooperative game is proposed in which each user seeks to choose its transmit power (and possibly transmit symbol rate) as well as the constellation size in order to maximize its own utility while satisfying its delay quality-of-service (QoS) constraint. The utility function used here measures the number of reliable bits transmitted per joule of energy consumed, and is particularly suitable for energy-constrained networks. The best-response strategies and Nash equilibrium solution for the proposed game are derived. It is shown that in order to maximize its utility (in bits per joule), a user must choose the lowest constellation size that can accommodate the users delay constraint. This strategy is different from one that would maximize spectral efficiency. Using this framework, the tradeoffs among energy efficiency, delay, throughput and constellation size are also studied and quantified. In addition, the effect of trellis-coded modulation on energy efficiency is discussed.