44 research outputs found
Parameterized Two-Player Nash Equilibrium
We study the computation of Nash equilibria in a two-player normal form game
from the perspective of parameterized complexity. Recent results proved
hardness for a number of variants, when parameterized by the support size. We
complement those results, by identifying three cases in which the problem
becomes fixed-parameter tractable. These cases occur in the previously studied
settings of sparse games and unbalanced games as well as in the newly
considered case of locally bounded treewidth games that generalizes both these
two cases
Fictitious Play Outperforms Counterfactual Regret Minimization
We compare the performance of two popular algorithms, fictitious play and
counterfactual regret minimization, in approximating Nash equilibrium in
multiplayer games. Despite recent success of counterfactual regret minimization
in multiplayer poker and conjectures of its superiority, we show that
fictitious play leads to improved Nash equilibrium approximation over a variety
of game classes and sizes.Comment: Fixed a bug in the 5-player CFR implementation from prior version and
reran the 5-player experiment
Imitation Games and Computation
TAn imitation game is a finite two person normal form game in which the two players have the same set of pure strategies and the goal of the second player is to choose the same pure strategy as the first player. Gale et al. (1950) gave a way of passing from a given two person game to a symmetric game whose symmetric Nash equilibria are in oneto-one correspondence with the Nash equilibria of the given game. We give a way of passing from a given symmetric two person game to an imitation game whose Nash equilibria are in one-to-one correspondence with the symmetric Nash equilibria of the given symmetric game. Lemke (1965) portrayed the Lemke-Howson algorithm as a special case of the Lemke paths algorithm. Using imitation games, we show how Lemke paths may be obtained by projecting Lemke-Howson paths.
Search for a moving target in a competitive environment
We consider a discrete-time dynamic search game in which a number of players
compete to find an invisible object that is moving according to a time-varying
Markov chain. We examine the subgame perfect equilibria of these games. The
main result of the paper is that the set of subgame perfect equilibria is
exactly the set of greedy strategy profiles, i.e. those strategy profiles in
which the players always choose an action that maximizes their probability of
immediately finding the object. We discuss various variations and extensions of
the model.Comment: 14 pages, 0 figure
Bayesian Opponent Modeling in Multiplayer Imperfect-Information Games
In many real-world settings agents engage in strategic interactions with
multiple opposing agents who can employ a wide variety of strategies. The
standard approach for designing agents for such settings is to compute or
approximate a relevant game-theoretic solution concept such as Nash equilibrium
and then follow the prescribed strategy. However, such a strategy ignores any
observations of opponents' play, which may indicate shortcomings that can be
exploited. We present an approach for opponent modeling in multiplayer
imperfect-information games where we collect observations of opponents' play
through repeated interactions. We run experiments against a wide variety of
real opponents and exact Nash equilibrium strategies in three-player Kuhn poker
and show that our algorithm significantly outperforms all of the agents,
including the exact Nash equilibrium strategies