Results 1 - 10
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62
Graphical Models for Game Theory
, 2001
"... We introduce a compact graph-theoretic representation for multi-party game theory. Our main result is a provably correct and efficient algorithm for computing approximate Nash equilibria in one-stage games represented by trees or sparse graphs. ..."
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Cited by 188 (20 self)
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We introduce a compact graph-theoretic representation for multi-party game theory. Our main result is a provably correct and efficient algorithm for computing approximate Nash equilibria in one-stage games represented by trees or sparse graphs.
Multi-agent influence diagrams for representing and solving games
- Games and Economic Behavior
, 2001
"... The traditional representations of games using the extensive form or the strategic (normal) form obscure much of the structure that is present in real-world games. In this paper, we propose a new representation language for general multiplayer games — multi-agent influence diagrams (MAIDs). This rep ..."
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Cited by 117 (2 self)
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The traditional representations of games using the extensive form or the strategic (normal) form obscure much of the structure that is present in real-world games. In this paper, we propose a new representation language for general multiplayer games — multi-agent influence diagrams (MAIDs). This representation extends graphical models for probability distributions to a multi-agent decision-making context. MAIDs explicitly encode structure involving the dependence relationships among variables. As a consequence, we can define a notion of strategic relevance of one decision variable to another: ¢¡ is strategically relevant to if, to optimize the decision rule at, the decision maker needs to take into con-sideration the decision rule at ¡. We provide a sound and complete graphical criterion for determining strategic relevance. We then show how strategic relevance can be used to detect structure in games, allowing a large game to be broken up into a set of interacting smaller games, which can be solved in sequence. We show that this decomposition can lead to substantial savings in the computational cost of finding Nash equilibria in these games. 1
Representations and Solutions for Game-Theoretic Problems
- Artificial Intelligence
, 1997
"... A system with multiple interacting agents (whether artificial or human) is often best analyzed using game-theoretic tools. Unfortunately, while the formal foundations are well-established, standard computational techniques for game-theoretic reasoning are inadequate for dealing with realistic games. ..."
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Cited by 105 (0 self)
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A system with multiple interacting agents (whether artificial or human) is often best analyzed using game-theoretic tools. Unfortunately, while the formal foundations are well-established, standard computational techniques for game-theoretic reasoning are inadequate for dealing with realistic games. This paper describes the Gala system, an implemented system that allows the specification and efficient solution of large imperfect information games. The system contains the first implementation of a recent algorithm, due to Koller, Megiddo, and von Stengel. Experimental results from the system demonstrate that the algorithm is exponentially faster than the standard algorithm in practice, not just in theory. It therefore allows the solution of games that are orders of magnitude larger than were previously possible. The system also provides a new declarative language for compactly and naturally representing games by their rules. As a whole, the Gala system provides the capability for automa...
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.
The Structure and Complexity of Nash Equilibria for a Selfish Routing Game
, 2002
"... In this work, we study the combinatorial structure and the computational complexity of Nash equilibria for a certain game that models sel sh routing over a network consisting of m parallel links. We assume a collection of n users, each employing a mixed strategy, which is a probability distribu ..."
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Cited by 75 (20 self)
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In this work, we study the combinatorial structure and the computational complexity of Nash equilibria for a certain game that models sel sh routing over a network consisting of m parallel links. We assume a collection of n users, each employing a mixed strategy, which is a probability distribution over links, to control the routing of its own assigned trac. In a Nash equilibrium, each user sel shly routes its trac on those links that minimize its expected latency cost, given the network congestion caused by the other users. The social cost of a Nash equilibrium is the expectation, over all random choices of the users, of the maximum, over all links, latency through a link.
Playing Large Games using Simple Strategies
, 2003
"... We prove the existence of #-Nash equilibrium strategies with support logarithmic in the number of pure strategies. We also show that the payo#s to all players in any (exact) Nash equilibrium can be #-approximated by the payo#s to the players in some such logarithmic support #-Nash equilibrium. These ..."
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Cited by 71 (1 self)
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We prove the existence of #-Nash equilibrium strategies with support logarithmic in the number of pure strategies. We also show that the payo#s to all players in any (exact) Nash equilibrium can be #-approximated by the payo#s to the players in some such logarithmic support #-Nash equilibrium. These strategies are also uniform on a multiset of logarithmic size and therefore this leads to a quasi-polynomial algorithm for computing an #-Nash equilibrium. To our knowledge this is the first subexponential algorithm for finding an #-Nash equilibrium. Our results hold for any multiple-player game as long as the number of players is a constant (i.e., it is independent of the number of pure strategies). A similar argument also proves that for a fixed number of players m, the payo#s to all players in any m-tuple of mixed strategies can be #-approximated by the payo#s in some m-tuple of constant support strategies.
Simple Search Methods for Finding a Nash Equilibrium
- Games and Economic Behavior
, 2004
"... We present two simple search methods for computing a sample Nash equilibrium in a normal-form game: one for 2player games and one for n-player games. We test these algorithms on many classes of games, and show that they perform well against the state of the art-- the Lemke-Howson algorithm for ..."
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Cited by 63 (2 self)
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We present two simple search methods for computing a sample Nash equilibrium in a normal-form game: one for 2player games and one for n-player games. We test these algorithms on many classes of games, and show that they perform well against the state of the art-- the Lemke-Howson algorithm for 2-player games, and Simplicial Subdivision and Govindan-Wilson for n-player games.
Run the GAMUT: A comprehensive approach to evaluating game-theoretic algorithms
- In AAMAS-04
, 2004
"... We present GAMUT 1, a suite of game generators designed for testing game-theoretic algorithms. We explain why such a generator is necessary, offer a way of visualizing relationships between the sets of games supported by GAMUT, and give an overview of GAMUT’s architecture. We highlight the importanc ..."
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Cited by 49 (5 self)
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We present GAMUT 1, a suite of game generators designed for testing game-theoretic algorithms. We explain why such a generator is necessary, offer a way of visualizing relationships between the sets of games supported by GAMUT, and give an overview of GAMUT’s architecture. We highlight the importance of using comprehensive test data by benchmarking existing algorithms. We show surprisingly large variation in algorithm performance across different sets of games for two widely-studied problems: computing Nash equilibria and multiagent learning in repeated games. 2 1.
Computing Equilibria for Two-Person Games
, 1998
"... This paper is a survey and exposition of linear methods for finding Nash equilibria. Above all, these apply to games with two players. In an equilibrium of a twoperson game, the mixed strategy probabilities of one player equalize the expected payoffs for the pure strategies used by the other player. ..."
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Cited by 47 (4 self)
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This paper is a survey and exposition of linear methods for finding Nash equilibria. Above all, these apply to games with two players. In an equilibrium of a twoperson game, the mixed strategy probabilities of one player equalize the expected payoffs for the pure strategies used by the other player. This defines an optimization problem with linear constraints. We do not consider nonlinear methods like simplicial subdivision for approximating fixed points, or systems of inequalities for higher-degree polynomials as they arise for noncooperative games with more than two players. These are surveyed in McKelvey and McLennan (1996)
Computing Nash Equilibria of Action-Graph Games
- IN PROCEEDINGS OF THE 20TH ANNUAL CONFERENCE ON UNCERTAINTY IN ARTIFICIAL INTELLIGENCE (UAI
, 2004
"... Action-graph games (AGGs) are a fully expressive game representation which can compactly express both strict and context-specific independence between players' utility functions. Actions are represented as nodes in a graph G, and the payoff to an agent who chose the action s depends only on th ..."
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Cited by 47 (8 self)
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Action-graph games (AGGs) are a fully expressive game representation which can compactly express both strict and context-specific independence between players' utility functions. Actions are represented as nodes in a graph G, and the payoff to an agent who chose the action s depends only on the numbers of other agents who chose actions connected to s. We present algorithms for computing both symmetric and arbitrary equilibria of AGGs using a continuation method. We analyze the worst-case cost of computing the Jacobian of the payoff function, the exponential-time bottleneck step, and in all cases achieve exponential speedup. When the indegree of G is bounded by a constant and the game is symmetric, the Jacobian can be computed in polynomial time.

