1,628 research outputs found
Non-additive Security Games
We have investigated the security game under non-additive utility functions
Double-oracle sampling method for Stackelberg Equilibrium approximation in general-sum extensive-form games
The paper presents a new method for approximating Strong Stackelberg
Equilibrium in general-sum sequential games with imperfect information and
perfect recall. The proposed approach is generic as it does not rely on any
specific properties of a particular game model. The method is based on
iterative interleaving of the two following phases: (1) guided Monte Carlo Tree
Search sampling of the Follower's strategy space and (2) building the Leader's
behavior strategy tree for which the sampled Follower's strategy is an optimal
response. The above solution scheme is evaluated with respect to expected
Leader's utility and time requirements on three sets of interception games with
variable characteristics, played on graphs. A comparison with three
state-of-the-art MILP/LP-based methods shows that in vast majority of test
cases proposed simulation-based approach leads to optimal Leader's strategies,
while excelling the competitive methods in terms of better time scalability and
lower memory requirements
A Game Theoretic Model for the Optimal Disposition of Integrated Air Defense System Assets
We examine the optimal allocation of Integrated Air Defense System (IADS) resources to protect a country\u27s assets, formulated as a Defender-Attacker-Defender three-stage sequential, perfect information, zero-sum game between two opponents. We formulate a trilevel nonlinear integer program for this Defender-Attacker-Defender model and seek a subgame perfect Nash equilibrium, for which neither the defender nor the attacker has an incentive to deviate from their respective strategies. Such a trilevel formulation is not solvable via conventional optimization software and an exhaustive enumeration of the game tree based on the discrete set of strategies is intractable for large problem sizes. As such, we test and evaluate variants of a tree pruning algorithm and a customized heuristic, which we benchmark against an exhaustive enumeration. Our tests demonstrate that the pruning strategy is not efficient enough to scale up to a larger problem. We then demonstrate the scalability of the heuristic to show that the model can be applied to a realistic size problem
Using Double Oracle Algorithm for Classification of Adversarial Actions
Diplomová práce se zabĂ˝vá pouĹľitĂm algoritmu inkrementálnĂho generovánĂ strategiĂ v nekoneÄŤnĂ˝ch hrách. KonkrĂ©tnÄ› se zaměřuje na jeho vyuĹľitĂ pĹ™i klasifikaci akcĂ ĂştoÄŤnĂka. Nejprve jsme si formalizovali problĂ©m adversariálnĂ klasifikace jako hru se strikt\-nĂm omezenĂm na chybu prvnĂho typu v prostoru smĂĹ™enĂ˝ch strategiĂ, která je tĂ©měř s nulovĂ˝m souÄŤtem. K tĂ©to reprezentaci jsme vytvoĹ™ili algoritmus, kterĂ˝ nám pĹ™esnÄ› urÄŤĂ hodnotu hry. Algoritmus inkrementálnĂho generovánĂ strategiĂ se v tomto pĹ™ĂpadÄ› skládá ze třà částĂ: z lehce upravenĂ©ho LP na Ĺ™ešenĂ omezenĂ© hry, z obecnĂ© optimalizaÄŤnĂ funkce pro nalezenĂ optimálnĂ reakce ĂştoÄŤnĂka a z klasifikátoru, kterĂ˝ pĹ™ibliĹľnÄ› hledá optimálnĂ reakci obránce. VytvoĹ™ili jsme framework pouĹľĂvajĂcĂ algoritmus inkrementálnĂho generovánĂ strategiĂ pro Ĺ™ešenĂ problĂ©mu klasifikace akcĂ ĂştoÄŤnĂka a otestovali jsme ho na domĂ©nách s rĹŻznorodou strukturou a~s~rĹŻznÄ› dimenzionálnĂm prostorem akcĂ ĂştoÄŤnĂka. Experimenty vyuĹľĂvaly tĹ™i rĹŻznĂ© klasifikátory: rozhodovacĂ stromy, SVM a neuronovĂ© sĂtÄ›. VĂ˝sledky ukázaly, Ĺľe algoritmus konverguje, ale jeho ÄŤasová nároÄŤnost rapidnÄ› roste s poÄŤtem dimenzĂ prostoru ĂştoÄŤnĂkovĂ˝ch akcĂ.This thesis examines the usability of Double-Oracle algorithm for finding a~Nash equilibrium in infinite games. Especially, it focuses on finding a robust solution for classification of adversarial action. At first, we have formalized an adversarial classification problem as an almost zero-sum game with hard false-positive constraint in expectation. For this representation, we have found an algorithm, which gives us the exact value of the game. Double Oracle applied in this game consists of three parts: slightly modified LP for solving the restricted game, general optimization for finding the attacker's best response, and a classifier for an approximation of the defender's best response. We have created a framework for using DO for classification of adversarial actions, and we have evaluated it on predefined domains with various structures and a~various number of dimensions. The experiments have been performed with three classifier types: decision tree, SVM, and neural network. The experimental results have shown that the algorithm converges, but the computation time grows fast with the number of dimensions
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