1,510 research outputs found
Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data
We consider learning, from strictly behavioral data, the structure and
parameters of linear influence games (LIGs), a class of parametric graphical
games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic
inference (CSI): Making inferences from causal interventions on stable behavior
in strategic settings. Applications include the identification of the most
influential individuals in large (social) networks. Such tasks can also support
policy-making analysis. Motivated by the computational work on LIGs, we cast
the learning problem as maximum-likelihood estimation (MLE) of a generative
model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation
uncovers the fundamental interplay between goodness-of-fit and model
complexity: good models capture equilibrium behavior within the data while
controlling the true number of equilibria, including those unobserved. We
provide a generalization bound establishing the sample complexity for MLE in
our framework. We propose several algorithms including convex loss minimization
(CLM) and sigmoidal approximations. We prove that the number of exact PSNE in
LIGs is small, with high probability; thus, CLM is sound. We illustrate our
approach on synthetic data and real-world U.S. congressional voting records. We
briefly discuss our learning framework's generality and potential applicability
to general graphical games.Comment: Journal of Machine Learning Research. (accepted, pending
publication.) Last conference version: submitted March 30, 2012 to UAI 2012.
First conference version: entitled, Learning Influence Games, initially
submitted on June 1, 2010 to NIPS 201
An algorithm for cooperative probabilistic control design
This paper deals with the decentralized closed loop control in a pure probabilistic framework. In this framework, a system is a controlled Markov chain whose transition probabilities depend on the actions of the agents. The agents are also described in a probabilistic way. The objective is to drive the system so that the joint state and agents actions are close to a set of given target probability distributions. The Kullback-Leibler divergence is used as a performance measure. The resulting algorithm uses dynamic programming interleaved with an iterative process that computes the behavior of each agent
A Hierarchical Game-Theoretic Decision-Making for Cooperative Multi-Agent Systems Under the Presence of Adversarial Agents
Underlying relationships among Multi-Agent Systems (MAS) in hazardous
scenarios can be represented as Game-theoretic models. This paper proposes a
new hierarchical network-based model called Game-theoretic Utility Tree (GUT),
which decomposes high-level strategies into executable low-level actions for
cooperative MAS decisions. It combines with a new payoff measure based on agent
needs for real-time strategy games. We present an Explore game domain, where we
measure the performance of MAS achieving tasks from the perspective of
balancing the success probability and system costs. We evaluate the GUT
approach against state-of-the-art methods that greedily rely on rewards of the
composite actions. Conclusive results on extensive numerical simulations
indicate that GUT can organize more complex relationships among MAS
cooperation, helping the group achieve challenging tasks with lower costs and
higher winning rates. Furthermore, we demonstrated the applicability of the GUT
using the simulator-hardware testbed - Robotarium. The performances verified
the effectiveness of the GUT in the real robot application and validated that
the GUT could effectively organize MAS cooperation strategies, helping the
group with fewer advantages achieve higher performance.Comment: This paper is accepted by the ACM Symposium on Applied Computing
(SAC) 2023 Technical Track on Intelligent Robotics and Multi-Agent Systems
(IRMAS
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