Distributed decision-makers are modeled as players in a game with two levels. High level decisions concern the game environment and determine the willingness of the players to form a coalition (or group). Low level decisions involve the actions to be implemented within the chosen environment. Coalition and action strategies are determined by probability distributions, which are updated using learning automata schemes. The payoffs are also probabilistic and there is uncertainty in the state vector since information is delayed. The goal is to reach equilibrium in both levels of decision making; the results show the conditions for instability, based on the age of information.
The gaming industry is rapidly expanding. With over 2.7 billion players worldwide, game development has become increasingly challenging. To meet the ever-changing demands and expectations of players and due to unforeseen hindrances in the development process, game developers may require to delay the release of their game. We conducted an empirical study of 23,485 games on the Steam platform to analyze how often, and which games delayed their release date. We find that delaying a release is common: 48% of the studied games had a delayed initial release. Games delayed their release by a median o…
Motivated by applications to online advertising and recommender systems, we consider a game-theoretic model with delayed rewards and asynchronous, payoff-based feedback. In contrast to previous work on delayed multi-armed bandits, we focus on multi-player games with continuous action spaces, and we examine the long-run behavior of strategic agents that follow a no-regret learning policy (but are otherwise oblivious to the game being played, the objectives of their opponents, etc.). To account for the lack of a consistent stream of information (for instance, rewards can arrive out of order, wit…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both finite-state concurrent stochastic reachability games, as well as branching simple stochastic reachability games.
Considering feedback of collective actions of cooperation on common resources has vital importance to reach sustainability. But such efforts may have not immediate consequence on the state of environment and it is unclear how they influence the strategic and environmental dynamics with feedbacks. To address this issue, we construct a feedback-evolving game model in which we consider the growth capacity of resources and the punishment efficiency on defectors who do not provide returns to the environment. Importantly, we further assume a delay in adopting the contribution of cooperative individu…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these im…
Finding equilibria via gradient play in competitive multi-agent games has been attracting a growing amount of attention in recent years, with emphasis on designing efficient strategies where the agents operate in a decentralized and symmetric manner with guaranteed convergence. While significant efforts have been made in understanding zero-sum two-player matrix games, the performance in zero-sum multi-agent games remains inadequately explored, especially in the presence of delayed feedbacks, leaving the scalability and resiliency of gradient play open to questions. In this paper, we make progr…
Many important real-world settings contain multiple players interacting over an unknown duration with probabilistic state transitions, and are naturally modeled as stochastic games. Prior research on algorithms for stochastic games has focused on two-player zero-sum games, games with perfect information, and games with imperfect-information that is local and does not extend between game states. We present an algorithm for approximating Nash equilibrium in multiplayer general-sum stochastic games with persistent imperfect information that extends throughout game play. We experiment on a 4-playe…
Many real-world domains contain multiple agents behaving strategically with probabilistic transitions and uncertain (potentially infinite) duration. Such settings can be modeled as stochastic games. While algorithms have been developed for solving (i.e., computing a game-theoretic solution concept such as Nash equilibrium) two-player zero-sum stochastic games, research on algorithms for non-zero-sum and multiplayer stochastic games is limited. We present a new algorithm for these settings, which constitutes the first parallel algorithm for multiplayer stochastic games. We present experimental …