14,218 research outputs found
A Bayesian Ensemble Regression Framework on the Angry Birds Game
An ensemble inference mechanism is proposed on the Angry Birds domain. It is
based on an efficient tree structure for encoding and representing game
screenshots, where it exploits its enhanced modeling capability. This has the
advantage to establish an informative feature space and modify the task of game
playing to a regression analysis problem. To this direction, we assume that
each type of object material and bird pair has its own Bayesian linear
regression model. In this way, a multi-model regression framework is designed
that simultaneously calculates the conditional expectations of several objects
and makes a target decision through an ensemble of regression models. Learning
procedure is performed according to an online estimation strategy for the model
parameters. We provide comparative experimental results on several game levels
that empirically illustrate the efficiency of the proposed methodology.Comment: Angry Birds AI Symposium, ECAI 201
A Continuation Method for Nash Equilibria in Structured Games
Structured game representations have recently attracted interest as models
for multi-agent artificial intelligence scenarios, with rational behavior most
commonly characterized by Nash equilibria. This paper presents efficient, exact
algorithms for computing Nash equilibria in structured game representations,
including both graphical games and multi-agent influence diagrams (MAIDs). The
algorithms are derived from a continuation method for normal-form and
extensive-form games due to Govindan and Wilson; they follow a trajectory
through a space of perturbed games and their equilibria, exploiting game
structure through fast computation of the Jacobian of the payoff function. They
are theoretically guaranteed to find at least one equilibrium of the game, and
may find more. Our approach provides the first efficient algorithm for
computing exact equilibria in graphical games with arbitrary topology, and the
first algorithm to exploit fine-grained structural properties of MAIDs.
Experimental results are presented demonstrating the effectiveness of the
algorithms and comparing them to predecessors. The running time of the
graphical game algorithm is similar to, and often better than, the running time
of previous approximate algorithms. The algorithm for MAIDs can effectively
solve games that are much larger than those solvable by previous methods
Human-Agent Decision-making: Combining Theory and Practice
Extensive work has been conducted both in game theory and logic to model
strategic interaction. An important question is whether we can use these
theories to design agents for interacting with people? On the one hand, they
provide a formal design specification for agent strategies. On the other hand,
people do not necessarily adhere to playing in accordance with these
strategies, and their behavior is affected by a multitude of social and
psychological factors. In this paper we will consider the question of whether
strategies implied by theories of strategic behavior can be used by automated
agents that interact proficiently with people. We will focus on automated
agents that we built that need to interact with people in two negotiation
settings: bargaining and deliberation. For bargaining we will study game-theory
based equilibrium agents and for argumentation we will discuss logic-based
argumentation theory. We will also consider security games and persuasion games
and will discuss the benefits of using equilibrium based agents.Comment: In Proceedings TARK 2015, arXiv:1606.0729
Best Responding to What? A Behavioral Approach to One Shot Play in 2x2 Games
We introduce a simple procedure to be used for selecting the strategies most likely to be played by inexperienced agents who interact in one shot 2x2 games. We start with an axiomatic description of a function that may capture players' beliefs. Various proposals connected with the concept of mixed strategy Nash equilibrium do not match this description. On the other hand minimax regret obeys all the axioms. Therefore we use minimax regret to approximate players' beliefs and we let players best respond to these conjectured beliefs. When compared with existing experimental evidences about one shot matching pennies games, this procedure correctly indicates the choices of the vast majority of the players. Applications to other classes of games are also explored
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