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Andriy Burkov

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KER Journal 2013 Journal Article

Repeated games for multiagent systems: a survey

  • Andriy Burkov
  • Brahim Chaib-draa

Abstract Repeated games are an important mathematical formalism to model and study long-term economic interactions between multiple self-interested parties (individuals or groups of individuals). They open attractive perspectives in modeling long-term multiagent interactions. This overview paper discusses the most important results that actually exist for repeated games. These results arise from both economics and computer science. Contrary to a number of existing surveys of repeated games, most of which originated from the economic research community, we are first to pay a special attention to a number of important distinctive features proper to artificial agents. More precisely, artificial agents, as opposed to the human agents mainly aimed by the economic research, are usually bounded whether in terms of memory or performance. Therefore, their decisions have to be based on the strategies defined using finite representations. Furthermore, these strategies have to be efficiently computed or approximated using a limited computational resource usually available to artificial agents.

AAAI Conference 2010 Conference Paper

An Approximate Subgame-Perfect Equilibrium Computation Technique for Repeated Games

  • Andriy Burkov
  • Brahim Chaib-draa

This paper presents a technique for approximating, up to any precision, the set of subgame-perfect equilibria (SPE) in repeated games with discounting. The process starts with a single hypercube approximation of the set of SPE payoff profiles. Then the initial hypercube is gradually partitioned on to a set of smaller adjacent hypercubes, while those hypercubes that cannot contain any SPE point are gradually withdrawn. Whether a given hypercube can contain an equilibrium point is verified by an appropriate mixed integer program. A special attention is paid to the question of extracting players’ strategies and their representability in form of finite automata.

ICRA Conference 2007 Conference Paper

Adaptive Play Q-Learning with Initial Heuristic Approximation

  • Andriy Burkov
  • Brahim Chaib-draa

The problem of an effective coordination of multiple autonomous robots is one of the most important tasks of the modern robotics. In turn, it is well known that the learning to coordinate multiple autonomous agents in a multiagent system is one of the most complex challenges of the state-of-the-art intelligent system design. Principally, this is because of the exponential growth of the environment's dimensionality with the number of learning agents. This challenge is known as "curse of dimensionality", and relates to the fact that the dimensionality of the multiagent coordination problem is exponential in the number of learning agents, because each state of the system is a joint state of all agents and each action is a joint action composed of actions of each agent. In this paper, we address this problem for the restricted class of environments known as goal-directed stochastic games with action-penalty representation. We use a single-agent problem solution as a heuristic approximation of the agents' initial preferences and, by so doing, we restrict to a great extent the space of multiagent learning. We show theoretically the correctness of such an initialization, and the results of experiments in a well-known two-robot grid world problem show that there is a significant reduction of complexity of the learning process.

AAMAS Conference 2007 Conference Paper

Multiagent Learning in Adaptive Dynamic Systems

  • Andriy Burkov
  • Brahim Chaib-draa

Classically, an approach to the multiagent policy learning supposed that the agents, via interactions and/or by using preliminary knowledge about the reward functions of all players, would find an interdependent solution called "equilibrium". Recently, however, certain researchers question the necessity and the validity of the concept of equilibrium as the most important multiagent solution concept. They argue that a "good" learning algorithm is one that is efficient with respect to a certain class of counterparts. Adaptive players is an important class of agents that learn their policies separately from the maintenance of the beliefs about their counterparts' future actions and make their decisions based on that policy and the current belief. In this paper, we propose an efficient learning algorithm in presence of the adaptive counterparts called Adaptive Dynamics Learner (ADL), which is able to learn an efficient policy over the opponents' adaptive dynamics rather than over the simple actions and beliefs and, by so doing, to exploit these dynamics to obtain a higher utility than any equilibrium strategy can provide. We tested our algorithm on a substantial representative set of the most known and demonstrative matrix games and observed that ADL agent is highly efficient against Adaptive Play Q -learning (APQ) agent and Infinitesimal Gradient Ascent (IGA) agent. In self-play, when possible, ADL is able to converge to a Pareto optimal strategy maximizing the welfare of all players.

AAMAS Conference 2007 Conference Paper

Reducing the Complexity of Multiagent Reinforcement Learning

  • Andriy Burkov
  • Brahim Chaib-draa

It is known that the complexity of the reinforcement learning algorithms, such as Q -learning, may be exponential in the number of environment's states. It was shown, however, that the learning complexity for the goal-directed problems may be substantially reduced by initializing the Q -values with a "good" approximative function. In the multiagent case, there exists such a good approximation for a big class of problems, namely, for goal-directed stochastic games. These games, for example, can reflect coordination and common interest problems of cooperative robotics. The approximative function for these games is nothing but the relaxed, singleagent, problem solution, which can easily be found by each agent individually. In this article, we show that (1) an optimal single-agent solution is a "good approximation for the goal-directed stochastic games with action-penalty representation and (b) the complexity is reduced when the learning is initialized with this approximative function, as compared to the uninformed case.

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