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Multi-Agent Systems

Game Trees

Sharing game. Andy and Barb share two pieces of pie:

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Representation by game tree:

  • tree whose nodes are labeled with agents
  • outgoing arcs labeled by actions of agent
  • leaves labeled with one utility value for each agent
  • (can also have nature nodes that represent uncertainty from random effects, e.g. dealing of cards, rolling of dice)

Imperfect Information Games

Representation of game with simultaneous moves:

image-20200107093907525

Collect in an information set the nodes that the agent (Bob) can not distinguish (at all nodes in an information set the same actions must be possible)

Other sources for imperfect information:

  • Unobserved, random moves by nature (dealing of cards)
  • Hidden moves by other agent

Strategies

A (pure) strategy for one agent is a mapping from information sets to (possible) actions.

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  • (Essentially a policy)

A strategy profile consists of a strategy for each agent.

Utility

Utility for each agent given a strategy profile:

  • each node has the utilities that will be reached at a leaf by following the strategy profile
  • the utilities at the node represent the outcome of the game (given the strategy profile)
  • (utilities at a nature node are computed by taking the expectation over the utilities of its successors)

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Solving Perfect Information Gain

If

  • game is perfect information (no information sets with more than 1 node)
  • both agents play rationally (optimize their own utility)

then the optimal strategies for both players are determined by

  • bottom-up propagation of utilities under optimal strategies, where
  • each player selects the action that leads to the child with the highest utility (for that player)

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Often these game trees can be extremely large.

  • Example: Chess

Pruning

Zero Sum Game

For two players: utility_1=-utility_2

In this case:

  • need only one utility value at leaves
  • one player (Max) wants to reach leaf with max value, other (Min) wants to reach leaf with min value.

In bottom-up utility computation, some sub trees can be pruned

(\alpha\text{-}\beta \text{ pruning})

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Imperfect Information

Game Trees can be represented as tables

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Share Game

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Rock Paper Scissors

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Difference between perfect and imperfect information not directly visible in normal form representation.

Nash Equilibrium

Consider optimal strategy profile for share game:

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The two strategies are in Nash equilibrium

  • no agent can improve utility by switching strategy while other agent keeps its strategy
  • this also means: agent will stick to strategy when it knows the strategy of the other player

Example Prisoner's Dilemma

Alice and Bob are arrested for burglary. They are separately questioned by police. Alice and Bob are both given the offer to testify, in which case:

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  • The only Nash Equilibrium is Alice: testify, Bob: testify
  • Nash equilibria do not represent cooperative behavior!

Mixed Strategies

No pure strategy Nash Equilibrium in Rock Paper Scissors

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A mixed strategy is a probability distribution over actions:

image-20191125111538487

Expected utility for Alice = expected utility for Bob =

1/9*(0+1-1-1+0+1+1-1+0)=0

Suppose Alice plays some other strategy: r:p_r\ p:p_p\ s:p_s Expected utility for Alice then:

image-20200107095659621

  • If Bob plays r:1/3\ p: 1/3\ s: 1/3, Alice cannot do better than playing r:1/3\ p: 1/3\ s: 1/3 also.
  • Same for Bob
  • Both playing r:1/3\ p: 1/3\ s: 1/3 is a (the only) Nash equilibrium.

Key Results

  • Every (finite) game has a Nash equilibrium (using mixed strategies)
    • There can be multiple
  • Playing a Nash equilibrium strategy profile does not necessarily lead to optimal utilities for the agents (prisoners dilemma )

Last update: January 7, 2020