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Bibliographic Details
Main Authors: Yu, Ryan, Olshevsky, Alex, Chin, Peter
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2406.10411
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author Yu, Ryan
Olshevsky, Alex
Chin, Peter
author_facet Yu, Ryan
Olshevsky, Alex
Chin, Peter
contents Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here we study the class of simultaneous-move games, which are a subclass of partial information games which are most similar to perfect information games: both agents know the game state with the exception of the opponent's move, which is revealed only after each agent makes its own move. Simultaneous move games include popular benchmarks such as Google Research Football and Starcraft. In this study we answer the question: can we take tree search algorithms trained through self-play from perfect information settings and adapt them to simultaneous move games without significant loss of performance? We answer this question by deriving a practical method that attempts to approximate a coarse correlated equilibrium as a subroutine within a tree search. Our algorithm works on cooperative, competitive, and mixed tasks. Our results are better than the current best MARL algorithms on a wide range of accepted baseline environments.
format Preprint
id arxiv_https___arxiv_org_abs_2406_10411
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Tree Search for Simultaneous Move Games via Equilibrium Approximation
Yu, Ryan
Olshevsky, Alex
Chin, Peter
Multiagent Systems
Artificial Intelligence
Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here we study the class of simultaneous-move games, which are a subclass of partial information games which are most similar to perfect information games: both agents know the game state with the exception of the opponent's move, which is revealed only after each agent makes its own move. Simultaneous move games include popular benchmarks such as Google Research Football and Starcraft. In this study we answer the question: can we take tree search algorithms trained through self-play from perfect information settings and adapt them to simultaneous move games without significant loss of performance? We answer this question by deriving a practical method that attempts to approximate a coarse correlated equilibrium as a subroutine within a tree search. Our algorithm works on cooperative, competitive, and mixed tasks. Our results are better than the current best MARL algorithms on a wide range of accepted baseline environments.
title Tree Search for Simultaneous Move Games via Equilibrium Approximation
topic Multiagent Systems
Artificial Intelligence
url https://arxiv.org/abs/2406.10411