Results 1 - 10
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153
Dynamic Programming for Partially Observable Stochastic Games
- IN PROCEEDINGS OF THE NINETEENTH NATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE
, 2004
"... We develop an exact dynamic programming algorithm for partially observable stochastic games (POSGs). The algorithm is a synthesis of dynamic programming for partially observable Markov decision processes (POMDPs) and iterated elimination of dominated strategies in normal form games. ..."
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Cited by 89 (18 self)
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We develop an exact dynamic programming algorithm for partially observable stochastic games (POSGs). The algorithm is a synthesis of dynamic programming for partially observable Markov decision processes (POMDPs) and iterated elimination of dominated strategies in normal form games.
Nash Q-Learning for General-Sum Stochastic Games
- JOURNAL OF MACHINE LEARNING RESEARCH
, 2003
"... We extend Q-learning to a noncooperative multiagent context, using the framework of generalsum stochastic games. A learning agent maintains Q-functions over joint actions, and performs updates based on assuming Nash equilibrium behavior over the current Q-values. This learning protocol provably conv ..."
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Cited by 81 (0 self)
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We extend Q-learning to a noncooperative multiagent context, using the framework of generalsum stochastic games. A learning agent maintains Q-functions over joint actions, and performs updates based on assuming Nash equilibrium behavior over the current Q-values. This learning protocol provably converges given certain restrictions on the stage games (defined by Q-values) that arise during learning. Experiments with a pair of two-player grid games suggest that such restrictions on the game structure are not necessarily required. Stage games encountered during learning in both grid environments violate the conditions. However, learning consistently converges in the first grid game, which has a unique equilibrium Q-function, but sometimes fails to converge in the second, which has three different equilibrium Q-functions. In a comparison of offline learning performance in both games, we find agents are more likely to reach a joint optimal path with Nash Q-learning than with a single-agent Q-learning method. When at least one agent adopts Nash Q-learning, the performance of both agents is better than using single-agent Q-learning. We have also implemented an online version of Nash Q-learning that balances exploration with exploitation, yielding improved performance.
AWESOME: A General Multiagent Learning Algorithm that Converges in Self-Play and Learns a Best Response against Stationary Opponents
- IN PROCEEDINGS OF THE 20TH INTERNATIONAL CONFERENCE ON MACHINE LEARNING
, 2006
"... Two minimal requirements for a satisfactory multiagent learning algorithm are that it 1. learns to play optimally against stationary opponents and 2. converges to a Nash equilibrium in self-play. The previous algorithm that has come closest, WoLF-IGA, has been proven to have these two properties ..."
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Cited by 57 (5 self)
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Two minimal requirements for a satisfactory multiagent learning algorithm are that it 1. learns to play optimally against stationary opponents and 2. converges to a Nash equilibrium in self-play. The previous algorithm that has come closest, WoLF-IGA, has been proven to have these two properties in 2-player 2-action (repeated) games -- assuming that the opponent's mixed strategy is observable. Another algorithm, ReDVaLeR (which was introduced after the algorithm described in this paper), achieves the two properties in games with arbitrary numbers of actions and players, but still requires that the opponents' mixed strategies are observable. In this paper we present AWESOME, the first algorithm that is guaranteed to have the two properties in games with arbitrary numbers of actions and players. It is still the only algorithm that does so while only relying on observing the other players' actual actions (not their mixed strategies). It also learns to play optimally against opponents that eventually become stationary. The basic idea behind AWESOME (Adapt When Everybody is Stationary, Otherwise Move to Equilibrium) is to try to adapt to the others' strategies when they appear stationary, but otherwise to retreat to a precomputed equilibrium strategy. We provide experimental results that suggest that AWESOME converges fast in practice. The techniques used to prove the properties of AWESOME are fundamentally different from those used for previous algorithms, and may help in analyzing future multiagent learning algorithms as well.
An application of reinforcement learning to aerobatic helicopter flight
- In Advances in Neural Information Processing Systems 19
, 2007
"... Autonomous helicopter flight is widely regarded to be a highly challenging control problem. This paper presents the first successful autonomous completion on a real RC helicopter of the following four aerobatic maneuvers: forward flip and sideways roll at low speed, tail-in funnel, and nose-in funne ..."
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Cited by 54 (8 self)
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Autonomous helicopter flight is widely regarded to be a highly challenging control problem. This paper presents the first successful autonomous completion on a real RC helicopter of the following four aerobatic maneuvers: forward flip and sideways roll at low speed, tail-in funnel, and nose-in funnel. Our experimental results significantly extend the state of the art in autonomous helicopter flight. We used the following approach: First we had a pilot fly the helicopter to help us find a helicopter dynamics model and a reward (cost) function. Then we used a reinforcement learning (optimal control) algorithm to find a controller that is optimized for the resulting model and reward function. More specifically, we used differential dynamic programming (DDP), an extension of the linear quadratic regulator (LQR). 1
Exploration and apprenticeship learning in reinforcement learning
- in Proc. 21st International Conference on Machine Learning
, 2005
"... We consider reinforcement learning in systems with unknown dynamics. Algorithms such as E 3 (Kearns and Singh, 2002) learn near-optimal policies by using “exploration policies ” to drive the system towards poorly modeled states, so as to encourage exploration. But this makes these algorithms impract ..."
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Cited by 52 (2 self)
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We consider reinforcement learning in systems with unknown dynamics. Algorithms such as E 3 (Kearns and Singh, 2002) learn near-optimal policies by using “exploration policies ” to drive the system towards poorly modeled states, so as to encourage exploration. But this makes these algorithms impractical for many systems; for example, on an autonomous helicopter, overly aggressive exploration may well result in a crash. In this paper, we consider the apprenticeship learning setting in which a teacher demonstration of the task is available. We show that, given the initial demonstration, no explicit exploration is necessary, and we can attain near-optimal performance (compared to the teacher) simply by repeatedly executing “exploitation policies ” that try to maximize rewards. In finite-state MDPs, our algorithm scales polynomially in the number of states; in continuous-state linear dynamical systems, it scales polynomially in the dimension of the state. These results are proved using a martingale construction over relative losses. 1.
Using relative novelty to identify useful temporal abstractions in reinforcement learning
- In Proceedings of the Twenty-First International Conference on Machine Learning
, 2004
"... We present a new method for automatically creating useful temporal abstractions in reinforcement learning. We argue that states that allow the agent to transition to a different region of the state space are useful subgoals, and propose a method for identifying them using the concept of relative nov ..."
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Cited by 51 (11 self)
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We present a new method for automatically creating useful temporal abstractions in reinforcement learning. We argue that states that allow the agent to transition to a different region of the state space are useful subgoals, and propose a method for identifying them using the concept of relative novelty. When such a state is identified, a temporallyextended activity (e.g., an option) is generated that takes the agent efficiently to this state. We illustrate the utility of the method in a number of tasks. 1.
Correlated Q-learning
- In Proceedings of the Twentieth International Conference on Machine Learning
, 2003
"... There have been several attempts to design multiagent Q-learning algorithms capable of learning equilibrium policies in general-sum Markov games, just as Q-learning learns optimal policies in Markov decision processes. We introduce correlated Q-learning, one such algorithm based on the correlated eq ..."
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Cited by 49 (2 self)
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There have been several attempts to design multiagent Q-learning algorithms capable of learning equilibrium policies in general-sum Markov games, just as Q-learning learns optimal policies in Markov decision processes. We introduce correlated Q-learning, one such algorithm based on the correlated equilibrium solution concept. Motivated by a fixed point proof of the existence of stationary correlated equilibrium policies in Markov games, we present a generic multiagent Q-learning algorithm of which many popular algorithms are immediate special cases. We also prove that certain variants of correlated (and Nash) Q-learning are guaranteed to converge to stationary correlated (and Nash) equilibrium policies in two special classes of Markov games, namely zero-sum and common-interest. Finally, we show empirically that correlated Q-learning outperforms Nash Q-learning, further justifying the former beyond noting that it is less computationally expensive than the latter.
If multi-agent learning is the answer, what is the question?
- ARTIFICIAL INTELLIGENCE
, 2007
"... The area of learning in multi-agent systems is today one of the most fertile grounds for interaction between game theory and artificial intelligence. We focus on the foundational questions in this interdisciplinary area, and identify several distinct agendas that ought to, we argue, be separated. Th ..."
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Cited by 43 (0 self)
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The area of learning in multi-agent systems is today one of the most fertile grounds for interaction between game theory and artificial intelligence. We focus on the foundational questions in this interdisciplinary area, and identify several distinct agendas that ought to, we argue, be separated. The goal of this article is to start a discussion in the research community that will result in firmer foundations for the area.
A theoretical analysis of model-based interval estimation
- Proceedings of the Twenty-second International Conference on Machine Learning (ICML-05
, 2005
"... Several algorithms for learning near-optimal policies in Markov Decision Processes have been analyzed and proven efficient. Empirical results have suggested that Model-based Interval Estimation (MBIE) learns efficiently in practice, effectively balancing exploration and exploitation. This paper pres ..."
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Cited by 40 (6 self)
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Several algorithms for learning near-optimal policies in Markov Decision Processes have been analyzed and proven efficient. Empirical results have suggested that Model-based Interval Estimation (MBIE) learns efficiently in practice, effectively balancing exploration and exploitation. This paper presents the first theoretical analysis of MBIE, proving its efficiency even under worst-case conditions. The paper also introduces a new performance metric, average loss, and relates it to its less “online ” cousins from the literature. 1.
Efficient learning equilibrium
- In Proceedings of NIPS
, 2002
"... We introduce ecient learning equilibrium (ELE), a normative approach to learning in non-cooperative settings. In ELE, the learning algorithms themselves are required to be in equilibrium. In addition, the learning algorithms must arrive at a desired value after polynomial time, and a deviation from ..."
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Cited by 36 (6 self)
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We introduce ecient learning equilibrium (ELE), a normative approach to learning in non-cooperative settings. In ELE, the learning algorithms themselves are required to be in equilibrium. In addition, the learning algorithms must arrive at a desired value after polynomial time, and a deviation from the prescribed ELE become irrational after polynomial time. We prove the existence of an ELE (where the desired value is the expected payoff in a Nash equilibrium) and of a Pareto-ELE (where the objective is the maximization of social surplus) in repeated games with perfect monitoring. We also show that an ELE does not always exist in the imperfect monitoring case. Finally, we discuss the extension of these results to general-sum stochastic games.

