fictitious play
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2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Yi Zou ◽  
Jijuan Zhong ◽  
Zhihao Jiang ◽  
Hong Zhang ◽  
Xuyu Pu

Agents face challenges to achieve adaptability and stability when interacting with dynamic counterparts in a complex multiagent system (MAS). To strike a balance between these two goals, this paper proposes a learning algorithm for heterogeneous agents with bounded rationality. It integrates reinforcement learning as well as fictitious play to evaluate the historical information and adopt mechanisms in evolutionary game to adapt to uncertainty, which is referred to as experience weighted learning (EWL) in this paper. We have conducted multiagent simulations to test the performance of EWL in various games. The results demonstrate that the average payoff of EWL exceeds that of the baseline in all 4 games. In addition, we find that most of the EWL agents converge to pure strategy and become stable finally. Furthermore, we test the impact of 2 import parameters, respectively. The results show that the performance of EWL is quite stable and there is a potential to improve its performance by parameter optimization.


Author(s):  
Sarah Perrin ◽  
Mathieu Laurière ◽  
Julien Pérolat ◽  
Matthieu Geist ◽  
Romuald Élie ◽  
...  

We present a method enabling a large number of agents to learn how to flock. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its own acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock’s average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm can learn multi-group or high-dimensional flocking with obstacles.


2021 ◽  
Author(s):  
Paul Farago ◽  
Mihaela Cirlugea ◽  
Sorin Hintea

2020 ◽  
Vol 65 (2) ◽  
pp. 31
Author(s):  
T.V. Pricope

Many real-world applications can be described as large-scale games of imperfect information. This kind of games is particularly harder than the deterministic one as the search space is even more sizeable. In this paper, I want to explore the power of reinforcement learning in such an environment; that is why I take a look at one of the most popular game of such type, no limit Texas Hold’em Poker, yet unsolved, developing multiple agents with different learning paradigms and techniques and then comparing their respective performances. When applied to no-limit Hold’em Poker, deep reinforcement learning agents clearly outperform agents with a more traditional approach. Moreover, if these last agents rival a human beginner level of play, the ones based on reinforcement learning compare to an amateur human player. The main algorithm uses Fictitious Play in combination with ANNs and some handcrafted metrics. We also applied the main algorithm to another game of imperfect information, less complex than Poker, in order to show the scalability of this solution and the increase in performance when put neck in neck with established classical approaches from the reinforcement learning literature.


2020 ◽  
Vol 123 ◽  
pp. 182-206
Author(s):  
Christian Ewerhart ◽  
Kremena Valkanova
Keyword(s):  

Games ◽  
2020 ◽  
Vol 11 (3) ◽  
pp. 34 ◽  
Author(s):  
Julian Jamison

Intuitively, we expect that players who are allowed to engage in costless communication before playing a game would be foolish to agree on an inefficient outcome amongst the set of equilibria. At the same time, however, such preplay communication has been suggested as a rationale for expecting Nash equilibria in general. This paper presents a plausible formal model of cheap talk that distinguishes and resolves these possibilities. Players are assumed to have an unlimited opportunity to send messages before playing an arbitrary game. Using an extension of fictitious play beliefs, minimal assumptions are made concerning which messages about future actions are credible and hence contribute to final beliefs. In this environment, it is shown that meaningful communication among players leads to a Nash equilibrium (NE) of the action game. Within the set of NE, efficiency then turns out to be a consequence of imposing optimality on the cheap talk portion of the extended game. This finding contrasts with previous “babbling” results.


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