57,211 research outputs found
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
The Pagoda Sequence: a Ramble through Linear Complexity, Number Walls, D0L Sequences, Finite State Automata, and Aperiodic Tilings
We review the concept of the number wall as an alternative to the traditional
linear complexity profile (LCP), and sketch the relationship to other topics
such as linear feedback shift-register (LFSR) and context-free Lindenmayer
(D0L) sequences. A remarkable ternary analogue of the Thue-Morse sequence is
introduced having deficiency 2 modulo 3, and this property verified via the
re-interpretation of the number wall as an aperiodic plane tiling
Imperfect-Recall Abstractions with Bounds in Games
Imperfect-recall abstraction has emerged as the leading paradigm for
practical large-scale equilibrium computation in incomplete-information games.
However, imperfect-recall abstractions are poorly understood, and only weak
algorithm-specific guarantees on solution quality are known. In this paper, we
show the first general, algorithm-agnostic, solution quality guarantees for
Nash equilibria and approximate self-trembling equilibria computed in
imperfect-recall abstractions, when implemented in the original
(perfect-recall) game. Our results are for a class of games that generalizes
the only previously known class of imperfect-recall abstractions where any
results had been obtained. Further, our analysis is tighter in two ways, each
of which can lead to an exponential reduction in the solution quality error
bound.
We then show that for extensive-form games that satisfy certain properties,
the problem of computing a bound-minimizing abstraction for a single level of
the game reduces to a clustering problem, where the increase in our bound is
the distance function. This reduction leads to the first imperfect-recall
abstraction algorithm with solution quality bounds. We proceed to show a divide
in the class of abstraction problems. If payoffs are at the same scale at all
information sets considered for abstraction, the input forms a metric space.
Conversely, if this condition is not satisfied, we show that the input does not
form a metric space. Finally, we use these results to experimentally
investigate the quality of our bound for single-level abstraction
Model and Reinforcement Learning for Markov Games with Risk Preferences
We motivate and propose a new model for non-cooperative Markov game which
considers the interactions of risk-aware players. This model characterizes the
time-consistent dynamic "risk" from both stochastic state transitions (inherent
to the game) and randomized mixed strategies (due to all other players). An
appropriate risk-aware equilibrium concept is proposed and the existence of
such equilibria is demonstrated in stationary strategies by an application of
Kakutani's fixed point theorem. We further propose a simulation-based
Q-learning type algorithm for risk-aware equilibrium computation. This
algorithm works with a special form of minimax risk measures which can
naturally be written as saddle-point stochastic optimization problems, and
covers many widely investigated risk measures. Finally, the almost sure
convergence of this simulation-based algorithm to an equilibrium is
demonstrated under some mild conditions. Our numerical experiments on a two
player queuing game validate the properties of our model and algorithm, and
demonstrate their worth and applicability in real life competitive
decision-making.Comment: 38 pages, 6 tables, 5 figure
Toward a multilevel representation of protein molecules: comparative approaches to the aggregation/folding propensity problem
This paper builds upon the fundamental work of Niwa et al. [34], which
provides the unique possibility to analyze the relative aggregation/folding
propensity of the elements of the entire Escherichia coli (E. coli) proteome in
a cell-free standardized microenvironment. The hardness of the problem comes
from the superposition between the driving forces of intra- and inter-molecule
interactions and it is mirrored by the evidences of shift from folding to
aggregation phenotypes by single-point mutations [10]. Here we apply several
state-of-the-art classification methods coming from the field of structural
pattern recognition, with the aim to compare different representations of the
same proteins gathered from the Niwa et al. data base; such representations
include sequences and labeled (contact) graphs enriched with chemico-physical
attributes. By this comparison, we are able to identify also some interesting
general properties of proteins. Notably, (i) we suggest a threshold around 250
residues discriminating "easily foldable" from "hardly foldable" molecules
consistent with other independent experiments, and (ii) we highlight the
relevance of contact graph spectra for folding behavior discrimination and
characterization of the E. coli solubility data. The soundness of the
experimental results presented in this paper is proved by the statistically
relevant relationships discovered among the chemico-physical description of
proteins and the developed cost matrix of substitution used in the various
discrimination systems.Comment: 17 pages, 3 figures, 46 reference
Quasi-Perfect Stackelberg Equilibrium
Equilibrium refinements are important in extensive-form (i.e., tree-form)
games, where they amend weaknesses of the Nash equilibrium concept by requiring
sequential rationality and other beneficial properties. One of the most
attractive refinement concepts is quasi-perfect equilibrium. While
quasi-perfection has been studied in extensive-form games, it is poorly
understood in Stackelberg settings---that is, settings where a leader can
commit to a strategy---which are important for modeling, for example, security
games. In this paper, we introduce the axiomatic definition of quasi-perfect
Stackelberg equilibrium. We develop a broad class of game perturbation schemes
that lead to them in the limit. Our class of perturbation schemes strictly
generalizes prior perturbation schemes introduced for the computation of
(non-Stackelberg) quasi-perfect equilibria. Based on our perturbation schemes,
we develop a branch-and-bound algorithm for computing a quasi-perfect
Stackelberg equilibrium. It leverages a perturbed variant of the linear program
for computing a Stackelberg extensive-form correlated equilibrium. Experiments
show that our algorithm can be used to find an approximate quasi-perfect
Stackelberg equilibrium in games with thousands of nodes
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