In stochastic games with incomplete information, the uncertainty is evoked by the lack of knowledge about a player's own and the other players' types, i.e. the utility function and the policy space, and also the inherent stochasticity of different players' interactions. In existing literature, the risk in stochastic games has been studied in terms of the inherent uncertainty evoked by the variability of transitions and actions. In this work, we instead focus on the risk associated with the \textit{uncertainty over types}. We contrast this with the multi-agent reinforcement learning framework where the other agents have fixed stationary policies and investigate risk-sensitiveness due to the uncertainty about the other agents' adaptive policies. We propose risk-sensitive versions of existing algorithms proposed for risk-neutral stochastic games, such as Iterated Best Response (IBR), Fictitious Play (FP) and a general multi-objective gradient approach using dual ascent (DAPG). Our experimental analysis shows that risk-sensitive DAPG performs better than competing algorithms for both social welfare and general-sum stochastic games.
Cooperative games are those in which both agents share the same payoff structure. Value-based reinforcement-learning algorithms, such as variants of Q-learning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Policy search methods are a reasonable alternative to value-based methods for partially observable environments. In this paper, we provide a gradient-based distributed policy-search method for cooperative games and compare the notion of local optimum to that of Nash equilibrium. We demonstrate the effectiven…
One practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability of existing techniques are limited. In this paper, we propose Temporal-Induced Self-Play (TISP), a novel reinforcement learning-based framework to find strategies with decent performances from any decision point onward. TISP uses belief-space representation, backward induction, policy learning, and non-parametric approximation. Building upon TISP, we design …
Multi-agent reinforcement learning has been successfully applied to fully-cooperative and fully-competitive environments, but little is currently known about mixed cooperative/competitive environments. In this paper, we focus on a particular class of multi-agent mixed cooperative/competitive stochastic games called Markov Potential Games (MPGs), which include cooperative games as a special case. Recent results have shown that independent policy gradient converges in MPGs but it was not known whether Independent Natural Policy Gradient converges in MPGs as well. We prove that Independent Natura…
University of Southern California(南加州大学);Massachusetts Institute of Technology(麻省理工学院)
We examine global non-asymptotic convergence properties of policy gradient methods for multi-agent reinforcement learning (RL) problems in Markov potential games (MPG). To learn a Nash equilibrium of an MPG in which the size of state space and/or the number of players can be very large, we propose new independent policy gradient algorithms that are run by all players in tandem. When there is no uncertainty in the gradient evaluation, we show that our algorithm finds an $ε$-Nash equilibrium with $O(1/ε^2)$ iteration complexity which does not explicitly depend on the state space size. When the e…
University of South Carolina(南卡罗来纳大学);Virginia Tech(弗吉尼亚理工大学)
We study the performance of policy gradient methods for the subclass of Markov games known as Markov potential games (MPGs), which extends the notion of normal-form potential games to the stateful setting and includes the important special case of the fully cooperative setting where the agents share an identical reward function. Our focus in this paper is to study the convergence of the policy gradient method for solving MPGs under softmax policy parameterization, both tabular and parameterized with general function approximators such as neural networks. We first show the asymptotic convergenc…
Carleton University(卡尔顿大学);Royal Military College of Canada(加拿大皇家军事学院)
We extend the potential-based shaping method from Markov decision processes to multi-player general-sum stochastic games. We prove that the Nash equilibria in a stochastic game remains unchanged after potential-based shaping is applied to the environment. The property of policy invariance provides a possible way of speeding convergence when learning to play a stochastic game.
Nanjing University(南京大学);East China Normal University(华东师范大学)
This paper addresses policy learning in non-stationary environments and games with continuous actions. Rather than the classical reward maximization mechanism, inspired by the ideas of follow-the-regularized-leader (FTRL) and mirror descent (MD) update, we propose a no-regret style reinforcement learning algorithm PORL for continuous action tasks. We prove that PORL has a last-iterate convergence guarantee, which is important for adversarial and cooperative games. Empirical studies show that, in stationary environments such as MuJoCo locomotion controlling tasks, PORL performs equally well as,…
Policy gradient methods have had great success in solving continuous control tasks, yet the stochastic nature of such problems makes deterministic value estimation difficult. We propose an approach which instead estimates a distribution by fitting the value function with a Bayesian Neural Network. We optimize an $α$-divergence objective with Bayesian dropout approximation to learn and estimate this distribution. We show that using the Monte Carlo posterior mean of the Bayesian value function distribution, rather than a deterministic network, improves stability and performance of policy gradien…
This paper studies policy optimization algorithms for multi-agent reinforcement learning. We begin by proposing an algorithm framework for two-player zero-sum Markov Games in the full-information setting, where each iteration consists of a policy update step at each state using a certain matrix game algorithm, and a value update step with a certain learning rate. This framework unifies many existing and new policy optimization algorithms. We show that the state-wise average policy of this algorithm converges to an approximate Nash equilibrium (NE) of the game, as long as the matrix game algori…
Informed and robust decision making in the face of uncertainty is critical for robots that perform physical tasks alongside people. We formulate this as Bayesian Reinforcement Learning over latent Markov Decision Processes (MDPs). While Bayes-optimality is theoretically the gold standard, existing algorithms do not scale well to continuous state and action spaces. Our proposal builds on the following insight: in the absence of uncertainty, each latent MDP is easier to solve. We first obtain an ensemble of experts, one for each latent MDP, and fuse their advice to compute a baseline policy. Nex…
ETH Zürich(苏黎世联邦理工学院);California Institute of Technology(加州理工学院)
A core challenge in policy optimization in competitive Markov decision processes is the design of efficient optimization methods with desirable convergence and stability properties. To tackle this, we propose competitive policy optimization (CoPO), a novel policy gradient approach that exploits the game-theoretic nature of competitive games to derive policy updates. Motivated by the competitive gradient optimization method, we derive a bilinear approximation of the game objective. In contrast, off-the-shelf policy gradient methods utilize only linear approximations, and hence do not capture in…
University of California, Berkeley(加州大学伯克利分校);University of Washington(华盛顿大学)
We show by counterexample that policy-gradient algorithms have no guarantees of even local convergence to Nash equilibria in continuous action and state space multi-agent settings. To do so, we analyze gradient-play in N-player general-sum linear quadratic games, a classic game setting which is recently emerging as a benchmark in the field of multi-agent learning. In such games the state and action spaces are continuous and global Nash equilibria can be found be solving coupled Ricatti equations. Further, gradient-play in LQ games is equivalent to multi agent policy-gradient. We first show tha…
McGill University(麦吉尔大学);University of Alberta(阿尔伯塔大学)
Bayesian priors offer a compact yet general means of incorporating domain knowledge into many learning tasks. The correctness of the Bayesian analysis and inference, however, largely depends on accuracy and correctness of these priors. PAC-Bayesian methods overcome this problem by providing bounds that hold regardless of the correctness of the prior distribution. This paper introduces the first PAC-Bayesian bound for the batch reinforcement learning problem with function approximation. We show how this bound can be used to perform model-selection in a transfer learning scenario. Our empirical …
Off-policy evaluation (OPE) is the problem of evaluating new policies using historical data obtained from a different policy. In the recent OPE context, most studies have focused on single-player cases, and not on multi-player cases. In this study, we propose OPE estimators constructed by the doubly robust and double reinforcement learning estimators in two-player zero-sum Markov games. The proposed estimators project exploitability that is often used as a metric for determining how close a policy profile (i.e., a tuple of policies) is to a Nash equilibrium in two-player zero-sum games. We pro…
Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the observation spaces and the action spaces can be completely different across stages. We study a two-stage strategy card game Legends of Code and Magic and propose an end-to-end policy to address the difficulties that arise in multi-stage game. We also propose an optimistic smooth fictitious play algorithm to find the Nash Equilibrium for the two-player game.…
We study the problem of obtaining accurate policy gradient estimates using a finite number of samples. Monte-Carlo methods have been the default choice for policy gradient estimation, despite suffering from high variance in the gradient estimates. On the other hand, more sample efficient alternatives like Bayesian quadrature methods have received little attention due to their high computational complexity. In this work, we propose deep Bayesian quadrature policy gradient (DBQPG), a computationally efficient high-dimensional generalization of Bayesian quadrature, for policy gradient estimation.…
We consider a general-sum N-player linear-quadratic game with stochastic dynamics over a finite horizon and prove the global convergence of the natural policy gradient method to the Nash equilibrium. In order to prove the convergence of the method, we require a certain amount of noise in the system. We give a condition, essentially a lower bound on the covariance of the noise in terms of the model parameters, in order to guarantee convergence. We illustrate our results with numerical experiments to show that even in situations where the policy gradient method may not converge in the determinis…
University of Chicago(芝加哥大学);Meta Platforms, Inc.(元平台公司);University of Michigan(密歇根大学);Northwestern University(西北大学);Yale University(耶鲁大学)
While single-agent policy optimization in a fixed environment has attracted a lot of research attention recently in the reinforcement learning community, much less is known theoretically when there are multiple agents playing in a potentially competitive environment. We take steps forward by proposing and analyzing new fictitious play policy optimization algorithms for zero-sum Markov games with structured but unknown transitions. We consider two classes of transition structures: factored independent transition and single-controller transition. For both scenarios, we prove tight $\widetilde{\m…
Paul G. Allen School of Computer Science & Engineering(保罗·G·艾伦计算机科学与工程学院);University of Washington(华盛顿大学)
Addressing uncertainty is critical for autonomous systems to robustly adapt to the real world. We formulate the problem of model uncertainty as a continuous Bayes-Adaptive Markov Decision Process (BAMDP), where an agent maintains a posterior distribution over latent model parameters given a history of observations and maximizes its expected long-term reward with respect to this belief distribution. Our algorithm, Bayesian Policy Optimization, builds on recent policy optimization algorithms to learn a universal policy that navigates the exploration-exploitation trade-off to maximize the Bayesia…
We propose a reinforcement learning algorithm for stationary mean-field games, where the goal is to learn a pair of mean-field state and stationary policy that constitutes the Nash equilibrium. When viewing the mean-field state and the policy as two players, we propose a fictitious play algorithm which alternatively updates the mean-field state and the policy via gradient-descent and proximal policy optimization, respectively. Our algorithm is in stark contrast with previous literature which solves each single-agent reinforcement learning problem induced by the iterates mean-field states to th…
In this paper, zero-sum mean-field type games (ZSMFTG) with linear dynamics and quadratic utility are studied under infinite-horizon discounted utility function. ZSMFTG are a class of games in which two decision makers whose utilities sum to zero, compete to influence a large population of agents. In particular, the case in which the transition and utility functions depend on the state, the action of the controllers, and the mean of the state and the actions, is investigated. The game is analyzed and explicit expressions for the Nash equilibrium strategies are derived. Moreover, two policy opt…
INESC-ID / Instituto Superior Técnico University of Lisbon(INESC-ID / 里斯本大学高等技术学院)
The combination of deep learning and Monte Carlo Tree Search (MCTS) has shown to be effective in various domains, such as board and video games. AlphaGo represented a significant step forward in our ability to learn complex board games, and it was rapidly followed by significant advances, such as AlphaGo Zero and AlphaZero. Recently, MuZero demonstrated that it is possible to master both Atari games and board games by directly learning a model of the environment, which is then used with MCTS to decide what move to play in each position. During tree search, the algorithm simulates games by expl…
University of Wisconsin-Madison(威斯康星大学麦迪逊分校);Stanford University(斯坦福大学);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所);Grenoble INP(格勒诺布尔理工学院);Criteo AI Lab(科韬人工智能实验室);University of California, Berkeley(加州大学伯克利分校)
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are …
Mastercard Corporation(万事达卡公司);Georgia Institute of Technology(佐治亚理工学院)
We explore the use of policy approximations to reduce the computational cost of learning Nash equilibria in zero-sum stochastic games. We propose a new Q-learning type algorithm that uses a sequence of entropy-regularized soft policies to approximate the Nash policy during the Q-function updates. We prove that under certain conditions, by updating the regularized Q-function, the algorithm converges to a Nash equilibrium. We also demonstrate the proposed algorithm's ability to transfer previous training experiences, enabling the agents to adapt quickly to new environments. We provide a dynamic …
Department of Operations Research and Financial Engineering, Princeton University(普林斯顿大学运筹学与金融工程系)
In this paper, zero-sum mean-field type games (ZSMFTG) with linear dynamics and quadratic cost are studied under infinite-horizon discounted utility function. ZSMFTG are a class of games in which two decision makers whose utilities sum to zero, compete to influence a large population of indistinguishable agents. In particular, the case in which the transition and utility functions depend on the state, the action of the controllers, and the mean of the state and the actions, is investigated. The optimality conditions of the game are analysed for both open-loop and closed-loop controls, and expl…
Improving sample-efficiency and safety are crucial challenges when deploying reinforcement learning in high-stakes real world applications. We propose LAMBDA, a novel model-based approach for policy optimization in safety critical tasks modeled via constrained Markov decision processes. Our approach utilizes Bayesian world models, and harnesses the resulting uncertainty to maximize optimistic upper bounds on the task objective, as well as pessimistic upper bounds on the safety constraints. We demonstrate LAMBDA's state of the art performance on the Safety-Gym benchmark suite in terms of sample…
Recent price-of-anarchy analyses of games of complete information suggest that coarse correlated equilibria, which characterize outcomes resulting from no-regret learning dynamics, have near-optimal welfare. This work provides two main technical results that lift this conclusion to games of incomplete information, a.k.a., Bayesian games. First, near-optimal welfare in Bayesian games follows directly from the smoothness-based proof of near-optimal welfare in the same game when the private information is public. Second, no-regret learning dynamics converge to Bayesian coarse correlated equilibri…
Bayesian regression games are a special class of two-player general-sum Bayesian games in which the learner is partially informed about the adversary's objective through a Bayesian prior. This formulation captures the uncertainty in regard to the adversary, and is useful in problems where the learner and adversary may have conflicting, but not necessarily perfectly antagonistic objectives. Although the Bayesian approach is a more general alternative to the standard minimax formulation, the applications of Bayesian regression games have been limited due to computational difficulties, and the ex…
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players' data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed …
Tsinghua University(清华大学);Meta AI Research(Meta人工智能研究院);Princeton University(普林斯顿大学);University of Washington(华盛顿大学)
Policy-based methods with function approximation are widely used for solving two-player zero-sum games with large state and/or action spaces. However, it remains elusive how to obtain optimization and statistical guarantees for such algorithms. We present a new policy optimization algorithm with function approximation and prove that under standard regularity conditions on the Markov game and the function approximation class, our algorithm finds a near-optimal policy within a polynomial number of samples and iterations. To our knowledge, this is the first provably efficient policy optimization …
In-game win probability models, which provide a sports team's likelihood of winning at each point in a game based on historical observations, are becoming increasingly popular. In baseball, basketball and American football, they have become important tools to enhance fan experience, to evaluate in-game decision-making, and to inform coaching decisions. While equally relevant in soccer, the adoption of these models is held back by technical challenges arising from the low-scoring nature of the sport. In this paper, we introduce an in-game win probability model for soccer that addresses the shor…
We study repeated two-player games where one of the players, the learner, employs a no-regret learning strategy, while the other, the optimizer, is a rational utility maximizer. We consider general Bayesian games, where the payoffs of both the optimizer and the learner could depend on the type, which is drawn from a publicly known distribution, but revealed privately to the learner. We address the following questions: (a) what is the bare minimum that the optimizer can guarantee to obtain regardless of the no-regret learning algorithm employed by the learner? (b) are there learning algorithms …
To learn good joint policies for multi-agent collaboration with imperfect information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g., self-play) work with guarantees, in multi-agent cooperative setting they often converge to sub-optimal Nash equilibrium. On the other hand, directly modeling joint policy changes in imperfect information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of…
It is a long-standing goal of artificial intelligence (AI) to be superior to human beings in decision making. Games are suitable for testing AI capabilities of making good decisions in non-numerical tasks. In this paper, we develop a new AI algorithm to play the penny-matching game considered in Shannon's "mind-reading machine" (1953) against human players. In particular, we exploit cognitive hierarchy theory and Bayesian learning techniques to continually evolve a model for predicting human player decisions, and let the AI player make decisions according to the model predictions to pursue the…
Nanyang Technological University(南洋理工大学);University of Nebraska, Lincoln(内布拉斯加大学林肯分校)
In this work, we attempt to bridge the two fields of finite-agent and infinite-agent games, by studying how the optimal policies of agents evolve with the number of agents (population size) in mean-field games, an agent-centric perspective in contrast to the existing works focusing typically on the convergence of the empirical distribution of the population. To this end, the premise is to obtain the optimal policies of a set of finite-agent games with different population sizes. However, either deriving the closed-form solution for each game is theoretically intractable, training a distinct po…
Bryn Mawr College(布林莫尔学院);University of Pennsylvania(宾夕法尼亚大学)
The complexity of game play in online multiplayer games has generated strong interest in modeling the different play styles or strategies used by players for success. We develop a hierarchical Bayesian regression approach for the online multiplayer game Battlefield 3 where performance is modeled as a function of the roles, game type, and map taken on by that player in each of their matches. We use a Dirichlet process prior that enables the clustering of players that have similar player-specific coefficients in our regression model, which allows us to discover common play styles amongst our sam…
Measuring contributions is a classical problem in cooperative game theory where the Shapley value is the most well-known solution concept. In this paper, we establish the convergence property of the Shapley value in parametric Bayesian learning games where players perform a Bayesian inference using their combined data, and the posterior-prior KL divergence is used as the characteristic function. We show that for any two players, under some regularity conditions, their difference in Shapley value converges in probability to the difference in Shapley value of a limiting game whose characteristic…
École Polytechnique(巴黎综合理工学院);University of Oslo(奥斯陆大学);Athens University of Economics and Business(雅典经济与商业大学)
We introduce Bayesian least-squares policy iteration (BLSPI), an off-policy, model-free, policy iteration algorithm that uses the Bayesian least-squares temporal-difference (BLSTD) learning algorithm to evaluate policies. An online variant of BLSPI has been also proposed, called randomised BLSPI (RBLSPI), that improves its policy based on an incomplete policy evaluation step. In online setting, the exploration-exploitation dilemma should be addressed as we try to discover the optimal policy by using samples collected by ourselves. RBLSPI exploits the advantage of BLSTD to quantify our uncertai…
Decoding the mechanisms of the Hattrick football manager game using Bayesian network structure learning
Bayesian AI research lab(贝叶斯人工智能研究实验室);Machine Intelligence and Decision Systems (MInDS) research group(机器智能与决策系统(MInDS)研究组);School of Electronic Engineering and Computer Science(电子工程与计算机科学学院);Queen Mary University of London(伦敦女王大学)
The notion of \emph{policy regret} in online learning is a well defined? performance measure for the common scenario of adaptive adversaries, which more traditional quantities such as external regret do not take into account. We revisit the notion of policy regret and first show that there are online learning settings in which policy regret and external regret are incompatible: any sequence of play that achieves a favorable regret with respect to one definition must do poorly with respect to the other. We then focus on the game-theoretic setting where the adversary is a self-interested agent. …
Policy Optimization Provably Converges to Nash Equilibria in Zero-Sum Linear Quadratic Games
Department of Electrical and Computer Engineering & Coordinated Science Laboratory, University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校电子工程与协调科学实验室部门);Department of Operations Research and Financial Engineering, Princeton University(普林斯顿大学运筹学与金融工程系)
National University of Singapore(新加坡国立大学);Massachusetts Institute of Technology(麻省理工学院)
This paper presents a recursive reasoning formalism of Bayesian optimization (BO) to model the reasoning process in the interactions between boundedly rational, self-interested agents with unknown, complex, and costly-to-evaluate payoff functions in repeated games, which we call Recursive Reasoning-Based BO (R2-B2). Our R2-B2 algorithm is general in that it does not constrain the relationship among the payoff functions of different agents and can thus be applied to various types of games such as constant-sum, general-sum, and common-payoff games. We prove that by reasoning at level 2 or more a…