Iterative algorithms for solving one-sided partially observable stochastic shortest path games

IF 3.2 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Petr Tomášek, Karel Horák, Branislav Bošanský
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引用次数: 0

Abstract

Real-world scenarios often involve dynamic interactions among competing agents, where decisions are made considering actions taken by others. These situations can be modeled as partially observable stochastic games (POSGs), with zero-sum variants capturing strictly competitive interactions (e.g., security scenarios). While such models address a broad range of problems, they commonly focus on infinite-horizon scenarios with discounted-sum objectives. Using the discounted-sum objective, however, can lead to suboptimal solutions in cases where the length of the interaction does not directly affect the gained rewards of the players.
We thus focus on games with undiscounted objective and an indefinite horizon where every realization of the game is guaranteed to terminate after some unspecified number of turns. To manage the computational complexity of solving POSGs in general, we restrict to games with one-sided partial observability where only one player has imperfect information while their opponent is provided with full information about the current situation. We introduce two novel algorithms based on the heuristic search value iteration (HSVI) algorithm that iteratively solve sequences of easier-to-solve approximations of the game using fundamentally different approaches for constructing the sequences: (1) in GoalHorizon, the game approximations are based on a limited number of turns in which players can change their actions, (2) in GoalDiscount, the game approximations are constructed using an increasing discount factor. We provide theoretical qualitative guarantees for algorithms, and we also experimentally demonstrate that these algorithms are able to find near-optimal solutions on pursuit-evasion games and a game modeling privilege escalation problem from computer security.
求解单边部分可观测随机最短路径博弈的迭代算法
现实世界中的情景往往涉及相互竞争的代理之间的动态互动,在这种情况下,决策要考虑其他人采取的行动。这些情况可被建模为部分可观测随机博弈(POSGs),零和变体可捕捉严格的竞争性互动(如安全情景)。虽然这类模型可以解决广泛的问题,但它们通常侧重于具有贴现和目标的无限视距情景。因此,我们将重点放在具有未贴现目标和无限视界的博弈上,在这种情况下,博弈的每一次实现都会保证在某个未指定的回合数后终止。为了控制解决一般 POSG 的计算复杂性,我们将博弈限制为单边部分可观察性博弈,即只有一个博弈方拥有不完全信息,而其对手则拥有关于当前情况的完全信息。我们在启发式搜索值迭代(HSVI)算法的基础上引入了两种新算法,这两种算法采用根本不同的方法构建序列,以迭代方式求解博弈的较易求解近似序列:(1) 在 GoalHorizon 算法中,博弈近似值基于玩家可以改变行动的有限回合数;(2) 在 GoalDiscount 算法中,博弈近似值使用递增折扣因子构建。我们为算法提供了理论上的定性保证,还通过实验证明了这些算法能够在追逐-逃避博弈和计算机安全中的权限升级问题博弈建模中找到近似最优解。
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来源期刊
International Journal of Approximate Reasoning
International Journal of Approximate Reasoning 工程技术-计算机:人工智能
CiteScore
6.90
自引率
12.80%
发文量
170
审稿时长
67 days
期刊介绍: The International Journal of Approximate Reasoning is intended to serve as a forum for the treatment of imprecision and uncertainty in Artificial and Computational Intelligence, covering both the foundations of uncertainty theories, and the design of intelligent systems for scientific and engineering applications. It publishes high-quality research papers describing theoretical developments or innovative applications, as well as review articles on topics of general interest. Relevant topics include, but are not limited to, probabilistic reasoning and Bayesian networks, imprecise probabilities, random sets, belief functions (Dempster-Shafer theory), possibility theory, fuzzy sets, rough sets, decision theory, non-additive measures and integrals, qualitative reasoning about uncertainty, comparative probability orderings, game-theoretic probability, default reasoning, nonstandard logics, argumentation systems, inconsistency tolerant reasoning, elicitation techniques, philosophical foundations and psychological models of uncertain reasoning. Domains of application for uncertain reasoning systems include risk analysis and assessment, information retrieval and database design, information fusion, machine learning, data and web mining, computer vision, image and signal processing, intelligent data analysis, statistics, multi-agent systems, etc.
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