A Differential Game Approach to Dynamic Competitive Decisions Toward Human-Computer Collaboration

A. E. Bayrak, Christopher McComb, J. Cagan, K. Kotovsky
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引用次数: 1

Abstract

Partnership between humans and computers has a significant potential to extend the ability of humans to address complex design problems. This paper presents a decision-making process for computers to effectively collaborate with humans in the solution of complex problems under dynamic competition. In the proposed process, the computers learn strategies and objectives from prior experimental data and provide strategy suggestions to human collaborators. The study integrates clustering and sequential learning methods from machine learning with a differential game formulation based on model predictive control to find dynamic Nash equilibrium solutions to zero-sum games. The application of the proposed approach is demonstrated on the real-time strategy game Starcraft II that offers a dynamic competitive problem comparable in complexity to real-world applications. The results show that the proposed approach can successfully identify a variety of opening strategies in the experimental data for the initial phase of the process. The game-theoretic strategies in the later phases provide useful suggestions for low-performing players but are unnecessarily conservative for high-performing players where there is little opportunity for improvement. These results suggest a need for an assessment of the opponent expertise and a human intuition to judge the appropriateness of the game-theoretic suggestions for further improvement.
面向人机协作的动态竞争决策的微分博弈方法
人与计算机之间的伙伴关系具有极大的潜力,可以扩展人类解决复杂设计问题的能力。本文提出了在动态竞争条件下,计算机与人类有效协作解决复杂问题的决策过程。在这个过程中,计算机从先前的实验数据中学习策略和目标,并向人类合作者提供策略建议。该研究将机器学习中的聚类和顺序学习方法与基于模型预测控制的微分博弈公式相结合,以寻找零和博弈的动态纳什均衡解。该方法在实时战略游戏《星际争霸II》中得到了应用,该游戏提供了一个与现实世界应用相当复杂的动态竞争问题。结果表明,该方法可以成功地识别出过程初始阶段实验数据中的多种开放策略。后期阶段的博弈论策略为表现不佳的玩家提供了有用的建议,但对于表现不佳的玩家却显得过于保守,因为他们几乎没有提升的机会。这些结果表明,需要评估对手的专业知识和人类直觉来判断博弈论建议的适当性,以进一步改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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