多团队博弈在机器人技术与资源管理领域十分常见,其场景中团队成员会协同努力,针对其他团队做出联合最优响应。团队纳什均衡(Team-Nash equilibrium,TNE)可预测这类协调互动的结果,但自利智能体组成的团队能否达成TNE仍是待解问题。我们提出了团队虚拟博弈(Team-Fictitious Play,Team-FP),这是虚拟博弈的一种新变体:智能体在动作更新时带有一定惯性,会基于团队成员的上一步动作以及对其他团队形成的信念做出响应。该设计对于团队协调至关重要,是经典虚拟博弈动力学未覆盖的特性。我们聚焦于零和势团队博弈(zero-sum potential team games,ZSPTGs),这类博弈中团队可两两互动,但团队成员的收益未必相同。我们证明Team-FP可在ZSPTGs中逼近TNE,且误差边界可量化。我们还将Team-FP动力学拓展至多团队马尔可夫博弈,覆盖基于模型和无模型两种场景。我们的收敛分析依托最优耦合引理与随机微分包含近似方法,解决了对手策略演化带来的非平稳性挑战。本研究夯实了用TNE预测去中心化团队行为的理论基础,也为多团队环境下的团队学习提供了实用规则。我们开展了大量Team-FP动力学仿真实验,将其性能与平滑虚拟博弈、乘法权重更新等其他被广泛研究的动力学进行了对比,还进一步探究了不同参数对收敛速度的影响。
英文摘要:
Multi-team games, prevalent in robotics and resource management, involve team members striving for a joint best response against other teams. Team-Nash equilibrium (TNE) predicts the outcomes of such coordinated interactions. However, can teams of self-interested agents reach TNE? We introduce Team-Fictitious Play (Team-FP), a new variant of fictitious play where agents respond to the last actions of team members and the beliefs formed about other teams with some inertia in action updates. This design is essential in team coordination beyond the classical fictitious play dynamics. We focus on zero-sum potential team games (ZSPTGs) where teams can interact pairwise while the team members do not necessarily have identical payoffs. We show that Team-FP reaches near TNE in ZSPTGs with a quantifiable error bound. We extend Team-FP dynamics to multi-team Markov games for model-based and model-free cases. The convergence analysis tackles the challenge of non-stationarity induced by evolving opponent strategies based on the optimal coupling lemma and stochastic differential inclusion approximation methods. Our work strengthens the foundation for using TNE to predict the behavior of decentralized teams and offers a practical rule for team learning in multi-team environments. We provide extensive simulations of Team-FP dynamics and compare its performance with other widely studied dynamics such as smooth fictitious play and multiplicative weights update. We further explore how different parameters impact the speed of convergence.
We investigate how well continuous-time fictitious play in two-player games performs in terms of average payoff, particularly compared to Nash equilibrium payoff. We show that in many games, fictitious play outperforms Nash equilibrium on average or even at all times, and moreover that any game is linearly equivalent to one in which this is the case. Conversely, we provide conditions under which Nash equilibrium payoff dominates fictitious play payoff. A key step in our analysis is to show that fictitious play dynamics asymptotically converges the set of coarse correlated equilibria (a fact wh…
We investigate convergence of decentralized fictitious play (DFP) in near-potential games, wherein agents preferences can almost be captured by a potential function. In DFP agents keep local estimates of other agents' empirical frequencies, best-respond against these estimates, and receive information over a time-varying communication network. We prove that empirical frequencies of actions generated by DFP converge around a single Nash Equilibrium (NE) assuming that there are only finitely many Nash equilibria, and the difference in utility functions resulting from unilateral deviations is clo…
The paper shows that smooth fictitious play converges to a neighborhood of a pure-strategy Nash equilibrium with probability 1 in almost all $N\times 2$ ($N$-player, two-action) potential games. The neighborhood of convergence may be made arbitrarily small by taking the smoothing parameter to zero. Simple proof techniques are furnished by considering regular potential games.
We propose a deep neural network-based algorithm to identify the Markovian Nash equilibrium of general large $N$-player stochastic differential games. Following the idea of fictitious play, we recast the $N$-player game into $N$ decoupled decision problems (one for each player) and solve them iteratively. The individual decision problem is characterized by a semilinear Hamilton-Jacobi-Bellman equation, to solve which we employ the recently developed deep BSDE method. The resulted algorithm can solve large $N$-player games for which conventional numerical methods would suffer from the curse of …
Fictitious play is a popular learning algorithm in which players that utilize the history of actions played by the players and the knowledge of their own payoff matrix can converge to the Nash equilibrium under certain conditions on the game. We consider the presence of an intelligent player that has access to the entire payoff matrix for the game. We show that by not conforming to fictitious play, such a player can achieve a better payoff than the one at the Nash Equilibrium. This result can be viewed both as a fragility of the fictitious play algorithm to a strategic intelligent player and a…
In this paper, we apply the idea of fictitious play to design deep neural networks (DNNs), and develop deep learning theory and algorithms for computing the Nash equilibrium of asymmetric $N$-player non-zero-sum stochastic differential games, for which we refer as \emph{deep fictitious play}, a multi-stage learning process. Specifically at each stage, we propose the strategy of letting individual player optimize her own payoff subject to the other players' previous actions, equivalent to solve $N$ decoupled stochastic control optimization problems, which are approximated by DNNs. Therefore, th…
We study the performance of Fictitious Play, when used as a heuristic for finding an approximate Nash equilibrium of a 2-player game. We exhibit a class of 2-player games having payoffs in the range [0,1] that show that Fictitious Play fails to find a solution having an additive approximation guarantee significantly better than 1/2. Our construction shows that for n times n games, in the worst case both players may perpetually have mixed strategies whose payoffs fall short of the best response by an additive quantity 1/2 - O(1/n^(1-delta)) for arbitrarily small delta. We also show an essential…
Recent extensions to dynamic games of the well-known fictitious play learning procedure in static games were proved to globally converge to stationary Nash equilibria in two important classes of dynamic games (zero-sum and identical-interest discounted stochastic games). However, those decentralized algorithms need the players to know exactly the model (the transition probabilities and their payoffs at every stage). To overcome these strong assumptions, our paper introduces regularizations of the systems in (Leslie 2020; Baudin 2022) to construct a family of new decentralized learning algorith…
Potential based no-regret dynamics are shown to be related to fictitious play. Roughly, these are epsilon-best reply dynamics where epsilon is the maximal regret, which vanishes with time. This allows for alternative and sometimes much shorter proofs of known results on convergence of no-regret dynamics to the set of Nash equilibria.
University of Sydney(悉尼大学);Singapore Management University(新加坡管理大学);University of Southampton(南安普顿大学)
Potential games and decentralised partially observable MDPs (Dec-POMDPs) are two commonly used models of multi-agent interaction, for static optimisation and sequential decisionmaking settings, respectively. In this paper we introduce filtered fictitious play for solving repeated potential games in which each player's observations of others' actions are perturbed by random noise, and use this algorithm to construct an online learning method for solving Dec-POMDPs. Specifically, we prove that noise in observations prevents standard fictitious play from converging to Nash equilibrium in potentia…
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…
Princeton University(普林斯顿大学);University of California, Santa Barbara(加州大学圣巴巴拉分校)
Stochastic differential games have been used extensively to model agents' competitions in Finance, for instance, in P2P lending platforms from the Fintech industry, the banking system for systemic risk, and insurance markets. The recently proposed machine learning algorithm, deep fictitious play, provides a novel efficient tool for finding Markovian Nash equilibrium of large $N$-player asymmetric stochastic differential games [J. Han and R. Hu, Mathematical and Scientific Machine Learning Conference, pages 221-245, PMLR, 2020]. By incorporating the idea of fictitious play, the algorithm decoup…
This paper combines ideas from Q-learning and fictitious play to define three reinforcement learning procedures which converge to the set of stationary mixed Nash equilibria in identical interest discounted stochastic games. First, we analyse three continuous-time systems that generalize the best-response dynamics defined by Leslie et al. for zero-sum discounted stochastic games. Under some assumptions depending on the system, the dynamics are shown to converge to the set of stationary equilibria in identical interest discounted stochastic games. Then, we introduce three analog discrete-time p…
We study stochastic mean-field games among finite number of teams with large finite as well as infinite number of decision makers. For this class of games within static and dynamic settings, we establish the existence of a Nash equilibrium, and show that a Nash equilibrium exhibits exchangeability in the finite decision maker regime and symmetry in the infinite one. To arrive at these existence and structural theorems, we endow the set of randomized policies with a suitable topology under various decentralized information structures, which leads to the desired convexity and compactness of the …
Fictitious play is an algorithm for computing Nash equilibria of matrix games. Recently, machine learning variants of fictitious play have been successfully applied to complicated real-world games. This paper presents a simple modification of fictitious play which is a strict improvement over the original: it has the same theoretical worst-case convergence rate, is equally applicable in a machine learning context, and enjoys superior empirical performance. We conduct an extensive comparison of our algorithm with fictitious play, proving an optimal convergence rate for certain classes of games,…
Fictitious Play (FP) is a simple and natural dynamic for repeated play in zero-sum games. Proposed by Brown in 1949, FP was shown to converge to a Nash Equilibrium by Robinson in 1951, albeit at a slow rate that may depend on the dimension of the problem. In 1959, Karlin conjectured that FP converges at the more natural rate of $O(1/\sqrt{t})$. However, Daskalakis and Pan disproved a version of this conjecture in 2014, showing that a slow rate can occur, although their result relies on adversarial tie-breaking. In this paper, we show that Karlin's conjecture is indeed correct for the class of …
Fictitious play has recently emerged as the most accurate scalable algorithm for approximating Nash equilibrium strategies in multiplayer games. We show that the degree of equilibrium approximation error of fictitious play can be significantly reduced by carefully selecting the initial strategies. We present several new procedures for strategy initialization and compare them to the classic approach, which initializes all pure strategies to have equal probability. The best-performing approach, called maximin, solves a nonconvex quadratic program to compute initial strategies and results in a ne…
Certain but important classes of strategic-form games, including zero-sum and identical-interest games, have the fictitious-play-property (FPP), i.e., beliefs formed in fictitious play dynamics always converge to a Nash equilibrium (NE) in the repeated play of these games. Such convergence results are seen as a (behavioral) justification for the game-theoretical equilibrium analysis. Markov games (MGs), also known as stochastic games, generalize the repeated play of strategic-form games to dynamic multi-state settings with Markovian state transitions. In particular, MGs are standard models for…
Many real-world applications can be described as large-scale games of imperfect information. To deal with these challenging domains, prior work has focused on computing Nash equilibria in a handcrafted abstraction of the domain. In this paper we introduce the first scalable end-to-end approach to learning approximate Nash equilibria without prior domain knowledge. Our method combines fictitious self-play with deep reinforcement learning. When applied to Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium, whereas common reinforcement learning methods diverged. In Limi…
The paper studies fictitious play (FP) learning dynamics in continuous time. It is shown that in almost every potential game, and for almost every initial condition, the rate of convergence of FP is exponential. In particular, the paper focuses on studying the behavior of FP in potential games in which all equilibria of the game are regular, as introduced by Harsanyi. Such games are referred to as regular potential games. Recently it has been shown that almost all potential games (in the sense of the Lebesgue measure) are regular. In this paper it is shown that in any regular potential game (a…
Consider an important meeting to be held in a team-based organization. Taking availability constraints into account, an online scheduling poll is being used in order to decide upon the exact time of the meeting. Decisions are to be taken during the meeting, therefore each team would like to maximize its relative attendance in the meeting (i.e., the proportional number of its participating team members). We introduce a corresponding game, where each team can declare (in the scheduling poll) a lower total availability, in order to improve its relative attendance---the pay-off. We are especially …
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.…
The game-theoretic risk management framework put forth in the precursor work "Towards a Theory of Games with Payoffs that are Probability-Distributions" (arXiv:1506.07368 [q-fin.EC]) is herein extended by algorithmic details on how to compute equilibria in games where the payoffs are probability distributions. Our approach is "data driven" in the sense that we assume empirical data (measurements, simulation, etc.) to be available that can be compiled into distribution models, which are suitable for efficient decisions about preferences, and setting up and solving games using these as payoffs. …
Bilkent University(比尔肯特大学);Cornell University(康奈尔大学);Massachusetts Institute of Technology(麻省理工学院)
We present a novel variant of fictitious play dynamics combining classical fictitious play with Q-learning for stochastic games and analyze its convergence properties in two-player zero-sum stochastic games. Our dynamics involves players forming beliefs on the opponent strategy and their own continuation payoff (Q-function), and playing a greedy best response by using the estimated continuation payoffs. Players update their beliefs from observations of opponent actions. A key property of the learning dynamics is that update of the beliefs on Q-functions occurs at a slower timescale than update…
The paper is concerned with distributed learning and optimization in large-scale settings. The well-known Fictitious Play (FP) algorithm has been shown to achieve Nash equilibrium learning in certain classes of multi-agent games. However, FP can be computationally difficult to implement when the number of players is large. Sampled FP is a variant of FP that mitigates the computational difficulties arising in FP by using a Monte-Carlo (i.e., sampling-based) approach. The Sampled FP algorithm has been studied both as a tool for distributed learning and as an optimization heuristic for large-scal…
We study the application of iterative first-order methods to the problem of computing equilibria of large-scale two-player extensive-form games. First-order methods must typically be instantiated with a regularizer that serves as a distance-generating function for the decision sets of the players. For the case of two-player zero-sum games, the state-of-the-art theoretical convergence rate for Nash equilibrium is achieved by using the dilated entropy function. In this paper, we introduce a new entropy-based distance-generating function for two-player zero-sum games, and show that this function …
Considering the interaction through mutual interference of the different radio devices, the channel selection (CS) problem in decentralized parallel multiple access channels can be modeled by strategic-form games. Here, we show that the CS problem is a potential game (PG) and thus the fictitious play (FP) converges to a Nash equilibrium (NE) either in pure or mixed strategies. Using a 2-player 2-channel game, it is shown that convergence in mixed strategies might lead to cycles of action profiles which lead to individual spectral efficiencies (SE) which are worse than the SE at the worst NE in…
University of California, Irvine(加州大学欧文分校);Carnegie Mellon University(卡内基梅隆大学);Columbia University(哥伦比亚大学);University of California, Santa Cruz(加州大学圣克鲁兹分校)
Computing Nash equilibrium policies is a central problem in multi-agent reinforcement learning that has received extensive attention both in theory and in practice. However, provable guarantees have been thus far either limited to fully competitive or cooperative scenarios or impose strong assumptions that are difficult to meet in most practical applications. In this work, we depart from those prior results by investigating infinite-horizon \emph{adversarial team Markov games}, a natural and well-motivated class of games in which a team of identically-interested players -- in the absence of an…
Achieving Robust Performance using Minimal Communication in Resource Allocation Games
Thayer Department of Engineering, Dartmouth College(达特茅斯学院塞耶工程学院);Computer Science Department, University of Colorado Colorado Springs(科罗拉多大学科泉分校计算机科学系)
University of California, Berkeley(加州大学伯克利分校);Carnegie Mellon University(卡内基梅隆大学);Duke University(杜克大学);University of Oxford(牛津大学)
Although it has been known since the 1970s that a globally optimal strategy profile in a common-payoff game is a Nash equilibrium, global optimality is a strict requirement that limits the result's applicability. In this work, we show that any locally optimal symmetric strategy profile is also a (global) Nash equilibrium. Furthermore, we show that this result is robust to perturbations to the common payoff and to the local optimum. Applied to machine learning, our result provides a global guarantee for any gradient method that finds a local optimum in symmetric strategy space. While this resul…
Fictitious play (FP) is one of the most fundamental game-theoretical learning frameworks for computing Nash equilibrium in $n$-player games, which builds the foundation for modern multi-agent learning algorithms. Although FP has provable convergence guarantees on zero-sum games and potential games, many real-world problems are often a mixture of both and the convergence property of FP has not been fully studied yet. In this paper, we extend the convergence results of FP to the combinations of such games and beyond. Specifically, we derive new conditions for FP to converge by leveraging game de…
We consider a team formation setting where agents have varying levels of expertise in a global set of required skills, and teams are ranked with respect to how well the expertise of teammates complement each other. We model this setting as a hedonic game, and we show that this class of games possesses many desirable properties, some of which are as follows: A partition that is Nash stable, core stable and Pareto optimal is always guaranteed to exist. A contractually individually stable partition (and a Nash stable partition in a restricted setting) can be found in polynomial-time. A core stabl…
This paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MG). A key component of this model is the possibility for the players to either collaborate or team apart to increase their rewards. Building an artificial player for general-sum MGs implies to learn more complex strategies which are impossible to obtain by using techniques developed for two-player zero-sum MGs. In this paper, we introduce a new definition of $ε$-Nash equilibrium in MGs which grasps the strategy's quality for multiplayer games. We prove that minimizing the no…
In this article we analyze a partial-information Nash Q-learning algorithm for a general 2-player stochastic game. Partial information refers to the setting where a player does not know the strategy or the actions taken by the opposing player. We prove convergence of this partially informed algorithm for general 2-player games with finitely many states and actions, and we confirm that the limiting strategy is in fact a full-information Nash equilibrium. In implementation, partial information offers simplicity because it avoids computation of Nash equilibria at every time step. In contrast, ful…