Combining Tree-Search, Generative Models, and Nash Bargaining Concepts in Game-Theoretic Reinforcement Learning

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Li, Zun, Lanctot, Marc, McKee, Kevin R., Marris, Luke, Gemp, Ian, Hennes, Daniel, Muller, Paul, Larson, Kate, Bachrach, Yoram, Wellman, Michael P.
Format: Preprint
Published: 2023
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866914446603976704
author Li, Zun
Lanctot, Marc
McKee, Kevin R.
Marris, Luke
Gemp, Ian
Hennes, Daniel
Muller, Paul
Larson, Kate
Bachrach, Yoram
Wellman, Michael P.
author_facet Li, Zun
Lanctot, Marc
McKee, Kevin R.
Marris, Luke
Gemp, Ian
Hennes, Daniel
Muller, Paul
Larson, Kate
Bachrach, Yoram
Wellman, Michael P.
contents Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an \emph{offline opponent model} via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an \emph{online opponent model} and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.
format Preprint
id arxiv_https___arxiv_org_abs_2302_00797
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Combining Tree-Search, Generative Models, and Nash Bargaining Concepts in Game-Theoretic Reinforcement Learning
Li, Zun
Lanctot, Marc
McKee, Kevin R.
Marris, Luke
Gemp, Ian
Hennes, Daniel
Muller, Paul
Larson, Kate
Bachrach, Yoram
Wellman, Michael P.
Artificial Intelligence
Computer Science and Game Theory
Machine Learning
Multiagent Systems
Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an \emph{offline opponent model} via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an \emph{online opponent model} and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.
title Combining Tree-Search, Generative Models, and Nash Bargaining Concepts in Game-Theoretic Reinforcement Learning
topic Artificial Intelligence
Computer Science and Game Theory
Machine Learning
Multiagent Systems
url https://arxiv.org/abs/2302.00797