Solving Parity Games Through Fictitious Play

Total Page:16

File Type:pdf, Size:1020Kb

Solving Parity Games Through Fictitious Play Imperial College London Department of Computing Solving Parity Games Through Fictitious Play Huaxin Wang April 2013 Supervised by Michael Huth Submitted in part fulfilment of the requirements for the degree of Doctor of Philosophy in Computing of Imperial College London and the Diploma of Imperial College London I hereby certify that I am the sole author of this thesis and to the best of my knowledge, my thesis does not infringe upon anyoneąŕs copyright nor violate any proprietary rights and that any ideas, techniques, quotations, or any other material from the work of other people included in my thesis, published or otherwise, are fully acknowledged in accordance with the standard referencing practices. The copyright of this thesis rests with the author and is made available under a Creative Commons Attribution Non-Commercial No Derivatives licence. Researchers are free to copy, distribute or transmit the thesis on the condition that they attribute it, that they do not use it for commercial purposes and that they do not alter, transform or build upon it. For any reuse or redistribution, researchers must make clear to others the licence terms of this work i Abstract The thesis aims to find an efficient algorithm for solving parity games. Parity games are graph-based, 0-sum, 2-person games with infinite plays. It is known that these games are determined: all nodes in these games are won by exactly one player. Solving parity games is equivalent to the model checking problem of modal mu-calculus; an efficient solution has important implications to program verification and controller synthesis. Although the decision problem of which player wins a given node is generally believed to be in PTIME, all known algorithms so far have been shown to run in (sub)exponential time. The design of existing algorithms either derives from the determinacy proof of parity games or from a purely graph theoretical perspective, using certain rank functions to iteratively search for an optimal solution. Since parity games are 2-person, 0-sum games, in this thesis I borrow ideas of game theory and investigate the viability of using fictitious play to solve them. Fictitious play is a method where two players choose strategies in strict alternation, and where these choices are “best responses” against the last k (so called bounded recall length) or against all strategies (unbounded recall length) of the other player chosen so far. I use this method to design an algorithm that can solve partity games and study its theoretical and experimental properties. For example, I prove that the basic algorithm solves fully connected games in polynomial time through a number of iterations that is bounded by a small constant. Although the proof is not extended to the general cases in the thesis, the basic algorithm performs demonstrably well against existing solvers in experiments over a large number and variety of games. In particular, the empirically obtained number of iterations that our basic algorithm requires appears to increase polynomially against the game sizes for all the games tested. Furthermore, the algorithm is conjectured to have a run time complexity bounded by (n4 log2(n)) and O I provide a discussion of strategy graphs and their emperically observed ii properties that motivates this conjecture. One caveat of fictitious play with bounded recall length is that the algorithm may fail to converge to the optimal solution due to the presence of non- optimal strategy cycles of length greater than 2. In this thesis, I observe that in practice such cases account for less than 0.01% of the games tested. Different cycle resolution methods are explored in the thesis to address this. One particular method combines our basic algorithm and the discrete strategy solver together such that the resulting algorithm is guaranteed to terminate with the optimal solution. Also, this combined solver shares the runtime performance of fictitious play. iii Contents 1 Introduction 1 1.1 Model Checking and Parity Games . 1 1.2 Motivation and Objectives . 4 1.3 Contributions . 5 1.4 Structure of This Thesis . 5 2 Background to Parity Games 7 2.1 Parity Games . 7 2.1.1 How a Parity Game is Played . 7 2.2 Known Complexity Results and Some Solvers . 12 2.2.1 Zielonka’s Algorithm . 13 2.2.2 Discrete Strategy Improvement . 19 3 Background to Game Theory 30 3.1 Equilibria . 31 3.2 Pure vs. Mixed Strategies . 33 3.3 Forms of Games . 36 3.3.1 Normal Form . 36 3.3.2 Extensive Form . 37 3.4 Normal Form and Fictitious Play . 38 3.4.1 The Fictitious Play method FP* . 41 3.4.2 Total vs. Fixed Length Recalls . 45 3.5 Extensive Form and Backward Induction . 51 4 Experimental Infrastructure 55 4.1 Tools, Softwares and Environment . 55 4.2 Test Data . 56 4.2.1 Potential Bias in Random Games . 58 iv 4.3 A Query Language for Parity Games . 59 4.3.1 Algebra of preprocessors . 61 4.4 The workbench as a webservice . 68 4.4.1 Software architecture. 68 4.4.2 Data model. 69 4.4.3 User session. 70 4.4.4 Parser and query optimization. 71 4.4.5 Using the workbench . 73 5 FP Algorithms for Parity Games 76 5.1 FP* for Parity Games . 76 5.1.1 Translation into 0-sum Games . 76 5.1.2 0-sum game on average payoff . 78 5.2 FP* shadowed by FP1 . 80 5.2.1 Rate of Convergence . 80 5.3 FP1 and Efficient Best Replies . 87 5.3.1 0-sum on Payoff Vectors . 88 5.3.2 Selection Criteria for BR . 91 5.4 Best Response Implementation . 97 5.4.1 Attracting to Self Reachable Dominant Priorities . 98 5.4.2 Degeneracy and Valuation Refinement . 99 5.4.3 Payoff Interval Augmented Valuation . 103 5.5 Experiments . 109 6 Strategy Graph Implications on FP1 116 6.1 Strategy Graph . 116 6.1.1 Levels of Optimality . 124 6.2 Depth of Strategy Graph . 127 6.2.1 Fully Connected Games . 128 6.2.2 Non Fully Connected Games . 149 7 Cycle Resolution with FP1 155 7.1 Cycle Detection . 155 7.2 Randomization . 156 7.3 Static Analysis . 157 7.3.1 Strategy enforcement on local convergence . 158 7.3.2 Prune strictly dominated strategies . 163 v 7.4 Combining best reply and strategy improvement . 164 7.4.1 Context switching on interval update . 164 7.5 Experiment and Findings . 167 7.5.1 Context switching on detection of cycles . 170 8 Conclusion and Future Work 176 8.1 Conclusions . 176 8.1.1 The Workbench . 177 8.1.2 Design of New Algorithms and Key Results . 178 8.2 Future Work . 180 Bibliography 184 vi List of Figures 1.1 Expressiveness of LTL, CTL, CTL* and modal mu-calculus, a good discussion of the relationship of LTL, CTL and CTL* can be found in the paper [11] by E.M. Clarke and A. Draghicescu. 2 2.1 In this sample game, vertices are identified by v0 through v5. Circles are player 0’s vertices, boxes are player 1’s. The priority of each vertex is shown in the square brackets. Winning region and winning strategy of player 0 is highlighted in green; winning region and winning strategy of player 1 is highlighted in red. 9 2.2 Zielonka’s algorithm . 18 2.3 Illustration of pre-order over player 0 strategies. 24 2.4 Generic Strategy Improvement Algorithm [26] . 24 2.5 Discrete Strategy Improvement Algorithm [26] . 28 2.6 Subvaluation procedure [26] . 29 3.1 Games presented in normal form . 36 3.2 Game Examples in Extensive Form . 39 3.3 The method of Fictitious Play for game matrix M . 42 3.4 Strategy graphs of FP1 for Example 3.1.2 and Example 3.2.3 45 3.5 Strategy graphs of FP2 for Example 3.2.3, equilibrium strate- gies of player 0 are coloured in green, no equilibrium strategy of player 1 is detected . 46 3.6 Strategy graphs of FP4 for Example 3.2.3, equilibrium strate- gies of player 0 are coloured in green, and equilibrium strategies of player 1 are coloured in red. 47 3.7 FP modified for termination with bounded recall lengths . 48 3.8 A game of pure equilibrium but with non-converging cycles when running in FP1 ....................... 50 vii 3.9 Search path of backward induction working with extensive form of the game in Example 2.1 starting from vertex V0 . 54 4.1 Comparing ’hardness’ of games with 1024 vertices on different out-degree using the fictitious play algorithm. 57 4.2 An 8-vertices parity game with 9 arcs, and its solution. All vertices are won by player 1, and so the solution consists only of her strategy, indicated by boldface arcs. 62 4.3 Example query patterns, instantiable with preprocessors p and q. ................................. 66 4.4 Subset (relevant for this thesis) of query language implemented in our workbench. 66 4.5 Overall architecture of the query engine for our workbench. And the typical sequence of interactions between user and tool. 70 4.6 A typical user session on the query server, (1) the user enters a query; (2) the database of games is searched for a witness; (3) the interface then displays a game that refutes a universally quantified query or verifies an existentially quantified query (if applicable). 71 4.7 Specific 8-vertices games found using the query server. Witness (A) is solved by PROBE[0](A2;A3) but not by PROBE[2](A3); witness (B) is solved by A2;A3 but not by A1;A2;A3; wit- ness (C) is solved by A2;A3 or by L(A;2A3) but not by L(L(A2;A3)); witness (D) is resilient to PROBE[3](A3).
Recommended publications
  • Learning and Equilibrium
    Learning and Equilibrium Drew Fudenberg1 and David K. Levine2 1Department of Economics, Harvard University, Cambridge, Massachusetts; email: [email protected] 2Department of Economics, Washington University of St. Louis, St. Louis, Missouri; email: [email protected] Annu. Rev. Econ. 2009. 1:385–419 Key Words First published online as a Review in Advance on nonequilibrium dynamics, bounded rationality, Nash equilibrium, June 11, 2009 self-confirming equilibrium The Annual Review of Economics is online at by 140.247.212.190 on 09/04/09. For personal use only. econ.annualreviews.org Abstract This article’s doi: The theory of learning in games explores how, which, and what 10.1146/annurev.economics.050708.142930 kind of equilibria might arise as a consequence of a long-run non- Annu. Rev. Econ. 2009.1:385-420. Downloaded from arjournals.annualreviews.org Copyright © 2009 by Annual Reviews. equilibrium process of learning, adaptation, and/or imitation. If All rights reserved agents’ strategies are completely observed at the end of each round 1941-1383/09/0904-0385$20.00 (and agents are randomly matched with a series of anonymous opponents), fairly simple rules perform well in terms of the agent’s worst-case payoffs, and also guarantee that any steady state of the system must correspond to an equilibrium. If players do not ob- serve the strategies chosen by their opponents (as in extensive-form games), then learning is consistent with steady states that are not Nash equilibria because players can maintain incorrect beliefs about off-path play. Beliefs can also be incorrect because of cogni- tive limitations and systematic inferential errors.
    [Show full text]
  • Improving Fictitious Play Reinforcement Learning with Expanding Models
    Improving Fictitious Play Reinforcement Learning with Expanding Models Rong-Jun Qin1;2, Jing-Cheng Pang1, Yang Yu1;y 1National Key Laboratory for Novel Software Technology, Nanjing University, China 2Polixir emails: [email protected], [email protected], [email protected]. yTo whom correspondence should be addressed Abstract Fictitious play with reinforcement learning is a general and effective framework for zero- sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model training employs gradi- ent descent approaches to update all connection weights, and thus is easy to forget the old opponents after training to beat the new opponents. Existing approaches often maintain a pool of historical policy models to avoid the forgetting. However, learning to beat a pool in stochastic games, i.e., a wide distribution over policy models, is either sample-consuming or insufficient to exploit all models with limited amount of samples. In this paper, we pro- pose a learning process with neural fictitious play to alleviate the above issues. We train a single model as our policy model, which consists of sub-models and a selector. Everytime facing a new opponent, the model is expanded by adding a new sub-model, where only the new sub-model is updated instead of the whole model. At the same time, the selector is also updated to mix up the new sub-model with the previous ones at the state-level, so that the model is maintained as a behavior strategy instead of a wide distribution over policy models.
    [Show full text]
  • Approximation Guarantees for Fictitious Play
    Approximation Guarantees for Fictitious Play Vincent Conitzer Abstract— Fictitious play is a simple, well-known, and often- significant progress has been made in the computation of used algorithm for playing (and, especially, learning to play) approximate Nash equilibria. It has been shown that for any games. However, in general it does not converge to equilibrium; ǫ, there is an ǫ-approximate equilibrium with support size even when it does, we may not be able to run it to convergence. 2 Still, we may obtain an approximate equilibrium. In this O((log n)/ǫ ) [1], [22], so that we can find approximate paper, we study the approximation properties that fictitious equilibria by searching over all of these supports. More play obtains when it is run for a limited number of rounds. recently, Daskalakis et al. gave a very simple algorithm We show that if both players randomize uniformly over their for finding a 1/2-approximate Nash equilibrium [12]; we actions in the first r rounds of fictitious play, then the result will discuss this algorithm shortly. Feder et al. then showed is an ǫ-equilibrium, where ǫ = (r + 1)/(2r). (Since we are examining only a constant number of pure strategies, we know a lower bound on the size of the supports that must be that ǫ < 1/2 is impossible, due to a result of Feder et al.) We considered to be guaranteed to find an approximate equi- show that this bound is tight in the worst case; however, with an librium [16]; in particular, supports of constant sizes can experiment on random games, we illustrate that fictitious play give at best a 1/2-approximate Nash equilibrium.
    [Show full text]
  • Modeling Human Learning in Games
    Modeling Human Learning in Games Thesis by Norah Alghamdi In Partial Fulfillment of the Requirements For the Degree of Masters of Science King Abdullah University of Science and Technology Thuwal, Kingdom of Saudi Arabia December, 2020 2 EXAMINATION COMMITTEE PAGE The thesis of Norah Alghamdi is approved by the examination committee Committee Chairperson: Prof. Jeff S. Shamma Committee Members: Prof. Eric Feron, Prof. Meriem T. Laleg 3 ©December, 2020 Norah Alghamdi All Rights Reserved 4 ABSTRACT Modeling Human Learning in Games Norah Alghamdi Human-robot interaction is an important and broad area of study. To achieve success- ful interaction, we have to study human decision making rules. This work investigates human learning rules in games with the presence of intelligent decision makers. Par- ticularly, we analyze human behavior in a congestion game. The game models traffic in a simple scenario where multiple vehicles share two roads. Ten vehicles are con- trolled by the human player, where they decide on how to distribute their vehicles on the two roads. There are hundred simulated players each controlling one vehicle. The game is repeated for many rounds, allowing the players to adapt and formulate a strategy, and after each round, the cost of the roads and visual assistance is shown to the human player. The goal of all players is to minimize the total congestion experienced by the vehicles they control. In order to demonstrate our results, we first built a human player simulator using Fictitious play and Regret Matching algorithms. Then, we showed the passivity property of these algorithms after adjusting the passivity condition to suit discrete time formulation.
    [Show full text]
  • Lecture 10: Learning in Games Ramesh Johari May 9, 2007
    MS&E 336 Lecture 10: Learning in games Ramesh Johari May 9, 2007 This lecture introduces our study of learning in games. We first give a conceptual overview of the possible approaches to studying learning in repeated games; in particular, we distinguish be- tween approaches that use a Bayesian model of the opponents, vs. nonparametric or “model-free” approaches to playing against the opponents. Our investigation will focus almost entirely on the second class of models, where the main results are closely tied to the study of regret minimization in online regret. We introduce two notions of regret minimization, and also consider the corre- sponding equilibrium notions. (Note that we focus attention on repeated games primarily because learning results in stochastic games are significantly weaker.) Throughout the lecture we consider a finite N-player game, where each player i has a finite pure action set ; let , and let . We let denote a pure action for Ai A = Qi Ai A−i = Qj=6 i Aj ai player i, and let si ∈ ∆(Ai) denote a mixed action for player i. We will typically view si as a Ai vector in R , with si(ai) equal to the probability that player i places on ai. We let Πi(a) denote the payoff to player i when the composite pure action vector is a, and by an abuse of notation also let Πi(s) denote the expected payoff to player i when the composite mixed action vector is s. More q q a a generally, if is a joint probability distribution on the set A, we let Πi( )= Pa∈A q( )Π( ).
    [Show full text]
  • On the Convergence of Fictitious Play Author(S): Vijay Krishna and Tomas Sjöström Source: Mathematics of Operations Research, Vol
    On the Convergence of Fictitious Play Author(s): Vijay Krishna and Tomas Sjöström Source: Mathematics of Operations Research, Vol. 23, No. 2 (May, 1998), pp. 479-511 Published by: INFORMS Stable URL: http://www.jstor.org/stable/3690523 Accessed: 09/12/2010 03:21 Your use of the JSTOR archive indicates your acceptance of JSTOR's Terms and Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp. JSTOR's Terms and Conditions of Use provides, in part, that unless you have obtained prior permission, you may not download an entire issue of a journal or multiple copies of articles, and you may use content in the JSTOR archive only for your personal, non-commercial use. Please contact the publisher regarding any further use of this work. Publisher contact information may be obtained at http://www.jstor.org/action/showPublisher?publisherCode=informs. Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission. JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. INFORMS is collaborating with JSTOR to digitize, preserve and extend access to Mathematics of Operations Research. http://www.jstor.org MATHEMATICS OF OPERATIONS RESEARCH Vol. 23, No. 2, May 1998 Printed in U.S.A.
    [Show full text]
  • Information and Beliefs in a Repeated Normal-Form Game
    Beliefs inaRepeated Forschungsgemeinschaft through through Forschungsgemeinschaft SFB 649DiscussionPaper2008-026 Normal-form Game Information and This research was supported by the Deutsche the Deutsche by was supported This research * TechnischeUniversitätBerlin,Germany SFB 649, Humboldt-Universität zu Berlin zu SFB 649,Humboldt-Universität Dorothea Kübler* Spandauer Straße 1,D-10178 Berlin Spandauer Dietmar Fehr* http://sfb649.wiwi.hu-berlin.de http://sfb649.wiwi.hu-berlin.de David Danz* ISSN 1860-5664 the SFB 649 "Economic Risk". "Economic the SFB649 SFB 6 4 9 E C O N O M I C R I S K B E R L I N Information and Beliefs in a Repeated Normal-form Game Dietmar Fehr Dorothea Kübler Technische Universität Berlin Technische Universität Berlin & IZA David Danz Technische Universität Berlin March 29, 2008 Abstract We study beliefs and choices in a repeated normal-form game. In addition to a baseline treatment with common knowledge of the game structure and feedback about choices in the previous period, we run treatments (i) without feedback about previous play, (ii) with no infor- mation about the opponent’spayo¤s and (iii) with random matching. Using Stahl and Wilson’s (1995) model of limited strategic reasoning, we classify behavior with regard to its strategic sophistication and consider its development over time. We use belief statements to track the consistency of subjects’actions and beliefs as well as the accuracy of their beliefs (relative to the opponent’strue choice) over time. In the baseline treatment we observe more sophisticated play as well as more consistent and more accurate beliefs over time. We isolate feedback as the main driving force of such learning.
    [Show full text]
  • Arxiv:1911.08418V3 [Cs.GT] 15 Nov 2020 Minimax Point Or Nash Equilibrium If We Have: to Tune
    Fast Convergence of Fictitious Play for Diagonal Payoff Matrices Jacob Abernethy∗ Kevin A. Lai† Andre Wibisono‡ Abstract later showed the same holds for non-zero-sum games Fictitious Play (FP) is a simple and natural dynamic for [20]. Von Neumann's theorem is often stated in terms repeated play in zero-sum games. Proposed by Brown in of the equivalence of a min-max versus a max-min: 1949, FP was shown to converge to a Nash Equilibrium by min max x>Ay = max min x>Ay: Robinson in 1951, albeit at a slow rate that may depend on x2∆n y2∆m y2∆m x2∆n the dimension of the problem. In 1959, Karlin conjectured p that FP converges at the more natural rate of O(1= t). It is easy to check that the minimizer of the left hand However, Daskalakis and Pan disproved a version of this side and the maximizer of the right exhibit the desired conjecture in 2014, showing that a slow rate can occur, equilibrium pair. although their result relies on adversarial tie-breaking. In One of the earliest methods for computing Nash this paper, we show that Karlin's conjecture is indeed correct Equilibria in zero sum games is fictitious play (FP), pro- for the class of diagonal payoff matrices, as long as ties posed by Brown [7, 8]. FP is perhaps the simplest dy- are broken lexicographically. Specifically, we show that FP namic one might envision for repeated play in a game| p converges at a O(1= t) rate in the case when the payoff in each round, each player considers the empirical distri- matrix is diagonal.
    [Show full text]
  • Chronology of Game Theory
    Chronology of Game Theory http://www.econ.canterbury.ac.nz/personal_pages/paul_walker/g... Home | UC Home | Econ. Department | Chronology of Game Theory | Nobel Prize A Chronology of Game Theory by Paul Walker September 2012 | Ancient | 1700 | 1800 | 1900 | 1950 | 1960 | 1970 | 1980 | 1990 | Nobel Prize | 2nd Nobel Prize | 3rd Nobel Prize | 0-500AD The Babylonian Talmud is the compilation of ancient law and tradition set down during the first five centuries A.D. which serves as the basis of Jewish religious, criminal and civil law. One problem discussed in the Talmud is the so called marriage contract problem: a man has three wives whose marriage contracts specify that in the case of this death they receive 100, 200 and 300 respectively. The Talmud gives apparently contradictory recommendations. Where the man dies leaving an estate of only 100, the Talmud recommends equal division. However, if the estate is worth 300 it recommends proportional division (50,100,150), while for an estate of 200, its recommendation of (50,75,75) is a complete mystery. This particular Mishna has baffled Talmudic scholars for two millennia. In 1985, it was recognised that the Talmud anticipates the modern theory of cooperative games. Each solution corresponds to the nucleolus of an appropriately defined game. 1713 In a letter dated 13 November 1713 Francis Waldegrave provided the first, known, minimax mixed strategy solution to a two-person game. Waldegrave wrote the letter, about a two-person version of the card game le Her, to Pierre-Remond de Montmort who in turn wrote to Nicolas Bernoulli, including in his letter a discussion of the Waldegrave solution.
    [Show full text]
  • A Choice Prediction Competition for Market Entry Games: an Introduction
    Games 2010, 1, 117-136; doi:10.3390/g1020117 OPEN ACCESS games ISSN 2073-4336 www.mdpi.com/journal/games Article A Choice Prediction Competition for Market Entry Games: An Introduction Ido Erev 1,*, Eyal Ert 2 and Alvin E. Roth 3,4 1 Max Wertheimer Minerva Center for Cognitive Studies, Faculty of Industrial Engineering and Management, Technion, Haifa 32000, Israel 2 Computer Laboratory for Experimental Research, Harvard Business School, Boston, MA, 02163, USA; E-Mail: [email protected] 3 Department of Economics, 308 Littauer, Harvard University, Cambridge, MA 02138, USA; E-Mail: [email protected] 4 Harvard Business School, 441 Baker Library, Boston, MA 02163, USA * Author to whom correspondence should be addressed; E-Mail: [email protected]. Received: 30 April 2010 / Accepted: 12 May 2010 / Published: 14 May 2010 Abstract: A choice prediction competition is organized that focuses on decisions from experience in market entry games (http://sites.google.com/site/gpredcomp/ and http://www.mdpi.com/si/games/predict-behavior/). The competition is based on two experiments: An estimation experiment, and a competition experiment. The two experiments use the same methods and subject pool, and examine games randomly selected from the same distribution. The current introductory paper presents the results of the estimation experiment, and clarifies the descriptive value of several baseline models. The experimental results reveal the robustness of eight behavioral tendencies that were documented in previous studies of market entry games and individual decisions from experience. The best baseline model (I-SAW) assumes reliance on small samples of experiences, and strong inertia when the recent results are not surprising.
    [Show full text]
  • Actor-Critic Fictitious Play in Simultaneous Move Multistage Games Julien Pérolat, Bilal Piot, Olivier Pietquin
    Actor-Critic Fictitious Play in Simultaneous Move Multistage Games Julien Pérolat, Bilal Piot, Olivier Pietquin To cite this version: Julien Pérolat, Bilal Piot, Olivier Pietquin. Actor-Critic Fictitious Play in Simultaneous Move Multi- stage Games. AISTATS 2018 - 21st International Conference on Artificial Intelligence and Statistics, Apr 2018, Playa Blanca, Lanzarote, Canary Islands, Spain. hal-01724227 HAL Id: hal-01724227 https://hal.inria.fr/hal-01724227 Submitted on 6 Mar 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Actor-Critic Fictitious Play in Simultaneous Move Multistage Games Julien Perolat1 Bilal Piot1 Olivier Pietquin1 Univ. Lille Univ. Lille Univ. Lille Abstract ceive a reward informing on how good was their ac- tion when performed in the state they were in. The goal of MARL is to learn a strategy that maximally Fictitious play is a game theoretic iterative accumulates rewards over time. Whilst the problem is procedure meant to learn an equilibrium in fairly well understood when studying single agent RL, normal form games. However, this algorithm learning while independently interacting with other requires that each player has full knowledge agents remains superficially explored. The range of of other players' strategies.
    [Show full text]
  • Quantal Response Methods for Equilibrium Selection in 2×2 Coordination Games
    Games and Economic Behavior 97 (2016) 19–31 Contents lists available at ScienceDirect Games and Economic Behavior www.elsevier.com/locate/geb Note Quantal response methods for equilibrium selection in 2 × 2 coordination games ∗ Boyu Zhang a, , Josef Hofbauer b a Laboratory of Mathematics and Complex System, Ministry of Education, School of Mathematical Sciences, Beijing Normal University, Beijing 100875, PR China b Department of Mathematics, University of Vienna, Oskar-Morgenstern-Platz 1, A-1090, Vienna, Austria a r t i c l e i n f o a b s t r a c t Article history: The notion of quantal response equilibrium (QRE), introduced by McKelvey and Palfrey Received 2 May 2013 (1995), has been widely used to explain experimental data. In this paper, we use quantal Available online 21 March 2016 response equilibrium as a homotopy method for equilibrium selection, and study this in detail for 2 × 2bimatrix coordination games. We show that the risk dominant equilibrium JEL classification: need not be selected. In the logarithmic game, the limiting QRE is the Nash equilibrium C61 C73 with the larger sum of square root payoffs. Finally, we apply the quantal response methods D58 to the mini public goods game with punishment. A cooperative equilibrium can be selected if punishment is strong enough. Keywords: © 2016 Elsevier Inc. All rights reserved. Quantal response equilibrium Equilibrium selection Logit equilibrium Logarithmic game Punishment 1. Introduction Quantal response equilibrium (QRE) was introduced by McKelvey and Palfrey (1995) in the context of bounded rationality. In a QRE, players do not always choose best responses. Instead, they make decisions based on a probabilistic choice model and assume other players do so as well.
    [Show full text]