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Branislav Bošanský

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

13 papers
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13

AAAI Conference 2021 Conference Paper

Computing Quantal Stackelberg Equilibrium in Extensive-Form Games

  • Jakub Černý
  • Viliam Lisý
  • Branislav Bošanský
  • Bo An

Deployments of game-theoretic solution concepts in the real world have highlighted the necessity to consider human opponents’ boundedly rational behavior. If subrationality is not addressed, the system can face significant losses in terms of expected utility. While there exist algorithms for computing optimal strategies to commit to when facing subrational decision-makers in one-shot interactions, these algorithms cannot be generalized for solving sequential scenarios because of the inherent curse of strategy-space dimensionality in sequential games and because humans act subrationally in each decision point separately. We study optimal strategies to commit to against subrational opponents in sequential games for the first time and make the following key contributions: (1) we prove the problem is NP-hard in general; (2) to enable further analysis, we introduce a non-fractional reformulation of the direct non-concave representation of the equilibrium; (3) we identify conditions under which the problem can be approximated in polynomial time in the size of the representation; (4) we show how an MILP can approximate the reformulation with a guaranteed bounded error, and (5) we experimentally demonstrate that our algorithm provides higher quality results several orders of magnitude faster than a baseline method for general non-linear optimization.

IJCAI Conference 2021 Conference Paper

Solving Partially Observable Stochastic Shortest-Path Games

  • Petr Tomášek
  • Karel Horák
  • Aditya Aradhye
  • Branislav Bošanský
  • Krishnendu Chatterjee

We study the two-player zero-sum extension of the partially observable stochastic shortest-path problem where one agent has only partial information about the environment. We formulate this problem as a partially observable stochastic game (POSG): given a set of target states and negative rewards for each transition, the player with imperfect information maximizes the expected undiscounted total reward until a target state is reached. The second player with the perfect information aims for the opposite. We base our formalism on POSGs with one-sided observability (OS-POSGs) and give the following contributions: (1) we introduce a novel heuristic search value iteration algorithm that iteratively solves depth-limited variants of the game, (2) we derive the bound on the depth guaranteeing an arbitrary precision, (3) we propose a novel upper-bound estimation that allows early terminations, and (4) we experimentally evaluate the algorithm on a pursuit-evasion game.

IJCAI Conference 2020 Conference Paper

Automated Construction of Bounded-Loss Imperfect-Recall Abstractions in Extensive-Form Games (Extended Abstract)

  • Jiří Čermák
  • Viliam Lisý
  • Branislav Bošanský

Information abstraction is one of the methods for tackling large extensive-form games (EFGs). Removing some information available to players reduces the memory required for computing and storing strategies. We present novel domain-independent abstraction methods for creating very coarse abstractions of EFGs that still compute strategies that are (near) optimal in the original game. First, the methods start with an arbitrary abstraction of the original game (domain-specific or the coarsest possible). Next, they iteratively detect which information is required in the abstract game so that a (near) optimal strategy in the original game can be found and include this information into the abstract game. Moreover, the methods are able to exploit imperfect-recall abstractions where players can even forget the history of their own actions. We present two algorithms that follow these steps -- FPIRA, based on fictitious play, and CFR+IRA, based on counterfactual regret minimization. The experimental evaluation confirms that our methods can closely approximate Nash equilibrium of large games using abstraction with only 0. 9% of information sets of the original game.

IJCAI Conference 2020 Conference Paper

Dinkelbach-Type Algorithm for Computing Quantal Stackelberg Equilibrium

  • Jakub Cerny
  • Viliam Lisý
  • Branislav Bošanský
  • Bo An

Stackelberg security games (SSGs) have been deployed in many real-world situations to optimally allocate scarce resource to protect targets against attackers. However, actual human attackers are not perfectly rational and there are several behavior models that attempt to predict subrational behavior. Quantal response is among the most commonly used such models and Quantal Stackelberg Equilibrium (QSE) describes the optimal strategy to commit to when facing a subrational opponent. Non-concavity makes computing QSE computationally challenging and while there exist algorithms for computing QSE for SSGs, they cannot be directly used for solving an arbitrary game in the normal form. We (1) present a transformation of the primal problem for computing QSE using a Dinkelbach's method for any general-sum normal-form game, (2) provide a gradient-based and a MILP-based algorithm, give the convergence criteria, and bound their error, and finally (3) we experimentally demonstrate that using our novel transformation, a QSE can be closely approximated several orders of magnitude faster.

IJCAI Conference 2019 Conference Paper

Compact Representation of Value Function in Partially Observable Stochastic Games

  • Karel Horák
  • Branislav Bošanský
  • Christopher Kiekintveld
  • Charles Kamhoua

Value methods for solving stochastic games with partial observability model the uncertainty of the players as a probability distribution over possible states, where the dimension of the belief space is the number of states. For many practical problems, there are exponentially many states which causes scalability problems. We propose an abstraction technique that addresses this curse of dimensionality by projecting the high-dimensional beliefs onto characteristic vectors of significantly lower dimension (e. g. , marginal probabilities). Our main contributions are (1) a novel compact representation of the uncertainty in partially observable stochastic games and (2) a novel algorithm using this representation that is based on existing state-of-the-art algorithms for solving stochastic games with partial observability. Experimental evaluation confirms that the new algorithm using the compact representation dramatically increases scalability compared to the state of the art.

AAAI Conference 2019 Conference Paper

Solving Partially Observable Stochastic Games with Public Observations

  • Karel Horák
  • Branislav Bošanský

In many real-world problems, there is a dynamic interaction between competitive agents. Partially observable stochastic games (POSGs) are among the most general formal models that capture such dynamic scenarios. The model captures stochastic events, partial information of players about the environment, and the scenario does not have a fixed horizon. Solving POSGs in the most general setting is intractable. Therefore, the research has been focused on subclasses of POSGs that have a value of the game and admit designing (approximate) optimal algorithms. We propose such a subclass for two-player zero-sum games with discounted-sum objective function—POSGs with public observations (PO- POSGs)—where each player is able to reconstruct beliefs of the other player over the unobserved states. Our results include: (1) theoretical analysis of PO-POSGs and their value functions showing convexity (concavity) in beliefs of maximizing (minimizing) player, (2) a novel algorithm for approximating the value of the game, and (3) a practical demonstration of scalability of our algorithm. Experimental results show that our algorithm can closely approximate the value of non-trivial games with hundreds of states.

IJCAI Conference 2018 Conference Paper

Goal-HSVI: Heuristic Search Value Iteration for Goal POMDPs

  • Karel Horák
  • Branislav Bošanský
  • Krishnendu Chatterjee

Partially observable Markov decision processes (POMDPs) are the standard models for planning under uncertainty with both finite and infinite horizon. Besides the well-known discounted-sum objective, indefinite-horizon objective (aka Goal-POMDPs) is another classical objective for POMDPs. In this case, given a set of target states and a positive cost for each transition, the optimization objective is to minimize the expected total cost until a target state is reached. In the literature, RTDP-Bel or heuristic search value iteration (HSVI) have been used for solving Goal-POMDPs. Neither of these algorithms has theoretical convergence guarantees, and HSVI may even fail to terminate its trials. We give the following contributions: (1) We discuss the challenges introduced in Goal-POMDPs and illustrate how they prevent the original HSVI from converging. (2) We present a novel algorithm inspired by HSVI, termed Goal-HSVI, and show that our algorithm has convergence guarantees. (3) We show that Goal-HSVI outperforms RTDP-Bel on a set of well-known examples.

IJCAI Conference 2017 Conference Paper

An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form Games

  • Jiri Cermak
  • Branislav Bošanský
  • Viliam Lisý

We solve large two-player zero-sum extensive-form games with perfect recall. We propose a new algorithm based on fictitious play that significantly reduces memory requirements for storing average strategies. The key feature is exploiting imperfect recall abstractions while preserving the convergence rate and guarantees of fictitious play applied directly to the perfect recall game. The algorithm creates a coarse imperfect recall abstraction of the perfect recall game and automatically refines its information set structure only where the imperfect recall might cause problems. Experimental evaluation shows that our novel algorithm is able to solve a simplified poker game with 7. 10^5 information sets using an abstracted game with only 1. 8% of information sets of the original game. Additional experiments on poker and randomly generated games suggest that the relative size of the abstraction decreases as the size of the solved games increases.

IJCAI Conference 2017 Conference Paper

Comparing Strategic Secrecy and Stackelberg Commitment in Security Games

  • Qingyu Guo
  • Bo An
  • Branislav Bošanský
  • Christopher Kiekintveld

The Strong Stackelberg Equilibrium (SSE) has drawn extensive attention recently in several security domains. However, the SSE concept neglects the advantage of defender's strategic revelation of her private information, and overestimates the observation ability of the adversaries. In this paper, we overcome these restrictions and analyze the tradeoff between strategic secrecy and commitment in security games. We propose a Disguised-resource Security Game (DSG) where the defender strategically disguises some of her resources. We compare strategic information revelation with public commitment and formally show that they have different advantages depending the payoff structure. To compute the Perfect Bayesian Equilibrium (PBE), several novel approaches are provided, including a novel algorithm based on support set enumeration, and an approximation algorithm for \epsilon-PBE. Extensive experimental evaluation shows that both strategic secrecy and Stackelberg commitment are critical measures in security domain, and our approaches can efficiently solve PBEs for realistic-sized problems.

AAMAS Conference 2009 Conference Paper

Adversarial Search with Procedural Knowledge Heuristic

  • Viliam Lisý
  • Branislav Bošanský
  • Michal Jakob
  • Michal Pĕchouček

We introduce an adversarial planning algorithm based on game tree search, which is applicable in large-scale multiplayer domains. In order to tackle the scalability issues of game tree search, the algorithm utilizes procedural knowledge capturing how individual players tend to achieve their goals in the domain; the information is used to limit the search only to the part of the game tree that is consistent with pursuing players’ goals. We impose no specific requirements on the format of the procedural knowledge; any programming language or agent specification paradigm can be employed. We evaluate the algorithm both theoretically and empirically, confirming that the proposed approach can lead to a substantial search reduction with only a minor negative impact on the quality of produced solutions.