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Decision Making in Robots and Autonomous Agents Repeated, Stochastic and Bayesian Games Subramanian Ramamoorthy School of Informatics 26 February, 2013

Repeated Game 26/02/2013 2

Repeated Game - Strategies 26/02/2013 3

Repeated Game - Examples 26/02/2013 4

Well Known IPD Strategies AllC/D: always cooperate/defect Grim: cooperate until the other agent defects, then defect forever Tit-for-Tat (TFT): on 1 st move, cooperate. On n th move, repeat the other agent s (n 1) th move Tit-for-Two-Tats (TFTT): like TFT, but only only retaliates if the other agent defects twice Tester: defect on round 1. If the other agent retaliates, play TFT. Otherwise, alternately C/D Pavlov: on 1st round, cooperate. Thereafter, win => use same action next; lose => switch 26/02/2013 5

Nash Equilibria Repeated Game 26/02/2013 6

Nash Equilibria Repeated Game 26/02/2013 7

Nash Equilibria Repeated Game 26/02/2013 8

Nash Equilibria Repeated Game 26/02/2013 9

Equilibria by Learning Universally Consistent 26/02/2013 10

Minimax by Regret Minimization 26/02/2013 11

Stochastic Games 26/02/2013 12

Stochastic Game - Setup 26/02/2013 13

Stochastic Game - Policies 26/02/2013 14

Stochastic Game - Example 26/02/2013 15

Stochastic Game - Remarks 26/02/2013 16

Nash Equilibria Stochastic Game 26/02/2013 17

Nash Equilibria Stochastic Game 26/02/2013 18

Incomplete Information So far, we assumed that everything relevant about the game being played is common knowledge to all the players: the number of players the actions available to each the payoff vector associated with each action vector True even for imperfect-information games The actual moves aren t common knowledge, but the game is We ll now consider games of incomplete (not imperfect) information Players are uncertain about the game being played 26/02/2013 19

Incomplete Information Consider the payoff matrix shown here ε is a small positive constant; Agent 1 knows its value Agent 1 doesn t know the values of a, b, c, d Thus the matrix represents a set of games Agent 1 doesn t know which of these games is the one being played Agent 1 seeks strategy that works despite lack of knowledge If Agent 1 thinks Agent 2 is malicious, then Agent 1 might want to play a maxmin, or safety level, strategy minimum payoff of T is 1 ε minimum payoff of B is 1 So agent 1 s maxmin strategy is B 26/02/2013 20

Regret Suppose Agent 1 doesn t think Agent 2 is malicious Agent 1 might reason as follows: If Agent 2 plays R, then 1 s strategy changes 1 s payoff by only a small amount Payoff is 1 or 1 ε; Agent 1 s difference is only ε If Agent 2 plays L, then 1 s strategy changes 1 s payoff by a much bigger amount Either 100 or 2, difference is 98 If Agent 1 chooses T, this will minimize 1 s worst-case regret Maximum difference between the payoff of the chosen action and the payoff of the other action 26/02/2013 21

Minimax Regret Suppose i plays action a i and the other agents play action profile a i i s regret: amount i lost by playing a i instead of i s best response to a i i doesn t know what a i will be, but can consider worst case: maximum regret for a i, maximized over every possible a i 26/02/2013 22

Minimax Regret Minimax regret action: an action with the smallest maximum regret Can extend to a solution concept All agents play minimax regret actions This is one way to deal with the incompleteness, but often we can do more with the representation 26/02/2013 23

Bayesian Games In the previous example, we knew the set G of all possible games, but didn t know anything about which game in G Enough information to put a probability distribution over games A Bayesian Game is a class of games G that satisfies two fundamental conditions Condition 1: The games in G have the same number of agents, and the same strategy space (set of possible strategies) for each agent. The only difference is in the payoffs of the strategies. This condition isn t very restrictive Other types of uncertainty can be reduced to the above, by reformulating the problem 26/02/2013 24

An Example Suppose we don t know whether player 2 only has strategies L and R, or also an additional strategy C: If player 2 doesn t have strategy C, this is equivalent to having a strategy C that s strictly dominated by other strategies: Nash equilibria for G 1 ' are the same as for G 1 Problem is reduced to whether C s payoffs are those of G 1 ' or G 2 26/02/2013 25

Bayesian Games Condition 2 (common prior): The probability distribution over the games in G is common knowledge (i.e., known to all the agents) So a Bayesian game defines the uncertainties of agents about the game being played, what each agent believes the other agents believe about the game being played The beliefs of the different agents are posterior probabilities Combine the common prior distribution with individual private signals (what s revealed to the individual players) The common-prior assumption rules out whole families of games But it greatly simplifies the theory, so most work in game theory uses it 26/02/2013 26

The Bayesian Game Model A Bayesian game consists of a set of games that differ only in their payoffs a common (known to all players) prior distribution over them for each agent, a partition structure (set of information sets) over the games 26/02/2013 27

Bayesian Game: Information Sets Defn. A Bayesian game is a 4-tuple (N,G,P,I) N is a set of agents G is a set of N-agent games For every agent i, every game in G has the same strategy space P is a common prior over G common: common knowledge (known to all the agents) prior: probability before learning any additional information I = (I 1,, I N ) is a tuple of partitions of G, one for each agent (information sets) 26/02/2013 28

Example Suppose the randomly chosen game is MP Agent 1 s information set is I 1,1 1 knows it s MP or PD 1 can infer posterior probabilities for each Agent 2 s information set is I 2,1 26/02/2013 29

Another Interpretation: Extensive Form 26/02/2013 30

Epistemic Types We can assume the only thing players are uncertain about is the game s utility function Thus we can define uncertainty directly over a game s utility function All this is common knowledge; each agent knows its own type 26/02/2013 31

Types An agent s type consists of all the information it has that isn t common knowledge, e.g., The agent s actual payoff function The agent s beliefs about other agents payoffs, The agent s beliefs about their beliefs about his own payoff Any other higher-order beliefs 26/02/2013 32

Strategies Similar to what we had in imperfect-information games: A pure strategy for player i maps each of i s types to an action what i would play if i had that type A mixed strategy s i is a probability distribution over pure strategies s i (a i j) = Pr[i plays action a j i s type is j] Many kinds of expected utility: ex post, ex interim, and ex ante Depend on what we know about the players types 26/02/2013 33

Expected Utility 26/02/2013 34

Bayes-Nash Equilibrium 26/02/2013 35

Computing Bayes-Nash Equilibria The idea is to construct a payoff matrix for the entire Bayesian game, and find equilibria on that matrix Write each of the pure strategies as a list of actions, one for each type: 26/02/2013 36

Computing Bayes-Nash Equilibria Compute ex ante expected utility for each pure-strategy profile: 26/02/2013 37

Computing Bayes-Nash Equilibria 26/02/2013 38

Computing Bayes Nash Equilibria and so on 26/02/2013 39

Acknowledgements Slides are adapted from: Tutorial at IJCAI 2003 by Prof Peter Stone, University of Texas Game Theory lectures by Prof. Dana Nau, University of Maryland 26/02/2013 40