Learning Nash Equilibria in Non-Cooperative Games

A. Garro
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引用次数: 3

Abstract

Game Theory (Von Neumann & Morgenstern, 1944) is a branch of applied mathematics and economics that studies situations (games) where self-interested interacting players act for maximizing their returns; therefore, the return of each player depends on his behaviour and on the behaviours of the other players. Game Theory, which plays an important role in the social and political sciences, has recently drawn attention in new academic fields which go from algorithmic mechanism design to cybernetics. However, a fundamental problem to solve for effectively applying Game Theory in real word applications is the definition of well-founded solution concepts of a game and the design of efficient algorithms for their computation. A widely accepted solution concept of a game in which any cooperation among the players must be selfenforcing (non-cooperative game) is represented by the Nash Equilibrium. In particular, a Nash Equilibrium is a set of strategies, one for each player of the game, such that no player can benefit by changing his strategy unilaterally, i.e. while the other players keep their strategies unchanged (Nash, 1951). The problem of computing Nash Equilibria in non-cooperative games is considered one of the most important open problem in Complexity Theory (Papadimitriou, 2001). Daskalakis, Goldbergy, and Papadimitriou (2005), showed that the problem of computing a Nash equilibrium in a game with four or more players is complete for the complexity class PPAD-Polynomial Parity Argument Directed version (Papadimitriou, 1991), moreover, Chen and Deng extended this result for 2-player games (Chen & Deng, 2005). However, even in the two players case, the best algorithm known has an exponential worst-case running time (Savani & von Stengel, 2004); furthermore, if the computation of equilibria with simple additional properties is required, the problem immediately becomes NP-hard (Bonifaci, Di Iorio, & Laura, 2005) (Conitzer & Sandholm, 2003) (Gilboa & Zemel, 1989) (Gottlob, Greco, & Scarcello, 2003). Motivated by these results, recent studies have dealt with the problem of efficiently computing Nash Equilibria by exploiting approaches based on the concepts of learning and evolution (Fudenberg & Levine, 1998) (Maynard Smith, 1982). In these approaches the Nash Equilibria of a game are not statically computed but are the result of the evolution of a system composed by agents playing the game. In particular, each agent after different rounds will learn to play a strategy that, under the hypothesis of agent’s rationality, will be one of the Nash equilibria of the game (Benaim & Hirsch, 1999) (Carmel & Markovitch, 1996). This article presents SALENE, a Multi-Agent System (MAS) for learning Nash Equilibria in noncooperative games, which is based on the above mentioned concepts.
学习非合作博弈中的纳什均衡
博弈论(Von Neumann & Morgenstern, 1944)是应用数学和经济学的一个分支,研究自利互动玩家为最大化回报而采取行动的情况(游戏);因此,每个玩家的回报取决于他的行为和其他玩家的行为。博弈论在社会科学和政治科学中发挥着重要作用,近年来在从算法机制设计到控制论等新的学术领域引起了人们的关注。然而,要有效地将博弈论应用于现实世界中,需要解决的一个基本问题是,如何定义有充分根据的游戏解决方案概念,以及如何设计有效的计算算法。一个被广泛接受的游戏解决方案概念是,玩家之间的任何合作都必须是自我执行的(非合作游戏),用纳什均衡来表示。具体来说,纳什均衡是一组策略,每个参与者都有一个策略,因此没有参与者可以通过单方面改变策略而受益,即当其他参与者保持策略不变时(Nash, 1951)。非合作博弈中的纳什均衡计算问题被认为是复杂性理论中最重要的开放问题之一(Papadimitriou, 2001)。Daskalakis, Goldbergy, and Papadimitriou(2005)表明,对于复杂度类PPAD-Polynomial Parity Argument Directed version (Papadimitriou, 1991),四个或更多参与者的博弈中计算纳什均衡的问题是完全的(Papadimitriou, 1991),此外,Chen和Deng将这一结果扩展到2人博弈(Chen & Deng, 2005)。然而,即使在两个玩家的情况下,已知的最佳算法也具有指数级的最坏情况运行时间(Savani & von Stengel, 2004);此外,如果需要计算具有简单附加性质的均衡,则问题立即变成np困难(Bonifaci, Di Iorio, & Laura, 2005) (Conitzer & Sandholm, 2003) (Gilboa & Zemel, 1989) (Gottlob, Greco, & Scarcello, 2003)。受这些结果的启发,最近的研究通过利用基于学习和进化概念的方法来处理有效计算纳什均衡的问题(Fudenberg & Levine, 1998) (Maynard Smith, 1982)。在这些方法中,博弈的纳什均衡不是静态计算的,而是由参与博弈的代理组成的系统进化的结果。特别是,在不同的回合后,每个智能体将学习采取一种策略,在智能体理性的假设下,这种策略将是博弈的纳什均衡之一(Benaim & Hirsch, 1999) (Carmel & Markovitch, 1996)。本文提出了基于上述概念的学习非合作博弈中纳什均衡的多智能体系统(MAS) SALENE。
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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