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Michael P. Wellman

Publications and source records attributed to Michael P. Wellman.

At least 19 recordsLinked to original sources

Conservative Equilibrium Discovery in Offline Game-Theoretic Multiagent Reinforcement Learning

Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game under the offline learning constraint. We first frame this problem in terms of selecting among candidate equilibria. Since datasets may inform only a small fraction of game dynamics, it is generally infeasible in offline game-solving to even verify a proposed solution is a true equilibrium. Therefore, we consider the relative probability of low regret (i.e., closeness to equilibrium) across candidates based on the information available. Specifically, we extend Policy Space Response Oracles (PSRO), an online game-solving approach, by quantifying game dynamics uncertainty and modifying the RL objective to skew towards solutions more likely to have low regret in the true game. We further propose a novel meta-strategy solver, tailored for the offline setting, to guide strategy exploration in PSRO. Our incorporation of Conservatism principles from Offline reinforcement learning approaches for strategy Exploration gives our approach its name: COffeE-PSRO. Experiments demonstrate COffeE-PSRO's ability to extract lower-regret solutions than state-of-the-art offline approaches and reveal relationships between algorithmic components empirical game fidelity, and overall performance.

cs.AI

Learning Bayesian Game Families, with Application to Mechanism Design

Learning or estimating game models from data typically entails inducing separate models for each setting, even if the games are parametrically related. In empirical mechanism design, for example, this approach requires learning a new game model for each candidate setting of the mechanism parameter. Recent work has shown the data efficiency benefits of learning a single parameterized model for families of related games. In Bayesian games -- a typical model for mechanism design -- payoffs depend on both the actions and types of the players. We show how to exploit this structure by learning an interim game-family model that conditions on a single player's type. We compare this to the baseline approach of directly learning the ex ante payoff function, which gives payoffs in expectation of all player types. By marginalizing over player type, the interim model can also provide ex ante payoff predictions, as necessary for Bayes-Nash equilibrium approximation. We also leverage the interim model to compute new beneficial piecewise best-response strategies, without any additional sample data. We validate our method through a case study of a dynamic sponsored search auction. For both payoff accuracy and Nash-approximation error, the interim model matches the ex ante model on the trained range, and outperforms ex ante in extrapolation. Our case study demonstrates that Bayesian game-family models can support comprehensive mechanism design, and that through interim-stage modeling we can enhance expressivity and reliability.

cs.GT

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

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.

cs.AI

Computing Perfect Bayesian Equilibria, with Application to Empirical Game-Theoretic Analysis

Perfect Bayesian Equilibrium (PBE) is a refinement of the Nash equilibrium for imperfect-information extensive-form games (EFGs) that enforces consistency between the two components of a solution: agents' strategy profile describing their decisions at information sets and the belief system quantifying their uncertainty over histories within an information set. We present a scalable approach for computing a PBE of an arbitrary two-player EFG. We adopt the definition of PBE enunciated by Bonanno in 2011 using a consistency concept based on the theory of belief revision due to Alchourrón, Gärdenfors, and Makinson. Our algorithm for finding a PBE is an adaptation of Counterfactual Regret Minimization (CFR) that minimizes the expected regret at each information set given a belief system, while maintaining the necessary consistency criteria. We prove that our algorithm is correct for two-player zero-sum games and has a reasonable slowdown in time-complexity relative to classical CFR given the additional computation needed for refinement. We also experimentally demonstrate the competent performance of PBE-CFR in terms of equilibrium quality and running time on medium-to-large non-zero-sum EFGs. Finally, we investigate the effectiveness of using PBE for strategy exploration in empirical game-theoretic analysis. Specifically, we compute PBE as a meta-strategy solver (MSS) in a tree-exploiting variant of Policy Space Response Oracles (TE-PSRO). Our experiments show that PBE as an MSS leads to higher-quality empirical EFG models with complex imperfect information structures compared to MSSs based on an unrefined Nash equilibrium.

cs.GT

Empirical Game-Theoretic Analysis: A Survey

In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing this approach was to enable game-theoretic reasoning about strategic situations too complex for analytic specification and solution. Since its introduction over twenty years ago, EGTA has been applied to a wide range of multiagent domains, from auctions and markets to recreational games to cyber-security. We survey the extensive methodology developed for EGTA over the years, organized by the elemental subproblems comprising the EGTA process. We describe key EGTA concepts and techniques, and the questions at the frontier of EGTA research. Recent advances in machine learning have accelerated progress in EGTA, and promise to significantly expand our capacities for reasoning about complex game situations.

cs.GT

Policy Abstraction and Nash Refinement in Tree-Exploiting PSRO

Policy Space Response Oracles (PSRO) interleaves empirical game-theoretic analysis with deep reinforcement learning (DRL) to solve games too complex for traditional analytic methods. Tree-exploiting PSRO (TE-PSRO) is a variant of this approach that iteratively builds a coarsened empirical game model in extensive form using data obtained from querying a simulator that represents a detailed description of the game. We make two main methodological advances to TE-PSRO that enhance its applicability to complex games of imperfect information. First, we introduce a scalable representation for the empirical game tree where edges correspond to implicit policies learned through DRL. These policies cover conditions in the underlying game abstracted in the game model, supporting sustainable growth of the tree over epochs. Second, we leverage extensive form in the empirical model by employing refined Nash equilibria to direct strategy exploration. To enable this, we give a modular and scalable algorithm based on generalized backward induction for computing a subgame perfect equilibrium (SPE) in an imperfect-information game. We experimentally evaluate our approach on a suite of games including an alternating-offer bargaining game with outside offers; our results demonstrate that TE-PSRO converges toward equilibrium faster when new strategies are generated based on SPE rather than Nash equilibrium, and with reasonable time/memory requirements for the growing empirical model.

cs.GT

A Meta-Game Evaluation Framework for Deep Multiagent Reinforcement Learning

Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL, by framing each MARL algorithm as a meta-strategy, and repeatedly sampling normal-form empirical games over combinations of meta-strategies resulting from different random seeds. Each empirical game captures both self-play and cross-play factors across seeds. These empirical games provide the basis for constructing a sampling distribution, using bootstrapping, over a variety of game analysis statistics. We use this approach to evaluate state-of-the-art deep MARL algorithms on a class of negotiation games. From statistics on individual payoffs, social welfare, and empirical best-response graphs, we uncover strategic relationships among self-play, population-based, model-free, and model-based MARL methods.We also investigate the effect of run-time search as a meta-strategy operator, and find via meta-game analysis that the search version of a meta-strategy generally leads to improved performance.

cs.MA

Co-Learning Empirical Games and World Models

Game-based decision-making involves reasoning over both world dynamics and strategic interactions among the agents. Typically, empirical models capturing these respective aspects are learned and used separately. We investigate the potential gain from co-learning these elements: a world model for dynamics and an empirical game for strategic interactions. Empirical games drive world models toward a broader consideration of possible game dynamics induced by a diversity of strategy profiles. Conversely, world models guide empirical games to efficiently discover new strategies through planning. We demonstrate these benefits first independently, then in combination as realized by a new algorithm, Dyna-PSRO, that co-learns an empirical game and a world model. When compared to PSRO -- a baseline empirical-game building algorithm, Dyna-PSRO is found to compute lower regret solutions on partially observable general-sum games. In our experiments, Dyna-PSRO also requires substantially fewer experiences than PSRO, a key algorithmic advantage for settings where collecting player-game interaction data is a cost-limiting factor.

cs.MA

Empirical Game-Theoretic Analysis for Mean Field Games

We present a simulation-based approach for solution of mean field games (MFGs), using the framework of empirical game-theoretical analysis (EGTA). Our primary method employs a version of the double oracle, iteratively adding strategies based on best response to the equilibrium of the empirical MFG among strategies considered so far. We present Fictitious Play (FP) and Replicator Dynamics as two subroutines for computing the empirical game equilibrium. Each subroutine is implemented with a query-based method rather than maintaining an explicit payoff matrix as in typical EGTA methods due to a representation issue we highlight for MFGs. By introducing game model learning and regularization, we significantly improve the sample efficiency of the primary method without sacrificing the overall learning performance. Theoretically, we prove that a Nash equilibrium (NE) exists in the empirical MFG and show the convergence of iterative EGTA to NE of the full MFG with either subroutine. We test the performance of iterative EGTA in various games and show that it outperforms directly applying FP to MFGs in terms of iterations of strategy introduction.

cs.MA

Regularization for Strategy Exploration in Empirical Game-Theoretic Analysis

In iterative approaches to empirical game-theoretic analysis (EGTA), the strategy space is expanded incrementally based on analysis of intermediate game models. A common approach to strategy exploration, represented by the double oracle algorithm, is to add strategies that best-respond to a current equilibrium. This approach may suffer from overfitting and other limitations, leading the developers of the policy-space response oracle (PSRO) framework for iterative EGTA to generalize the target of best response, employing what they term meta-strategy solvers (MSSs). Noting that many MSSs can be viewed as perturbed or approximated versions of Nash equilibrium, we adopt an explicit regularization perspective to the specification and analysis of MSSs. We propose a novel MSS called regularized replicator dynamics (RRD), which simply truncates the process based on a regret criterion. We show that RRD is more adaptive than existing MSSs and outperforms them in various games. We extend our study to three-player games, for which the payoff matrix is cubic in the number of strategies and so exhaustively evaluating profiles may not be feasible. We propose a profile search method that can identify solutions from incomplete models, and combine this with iterative model construction using a regularized MSS. Finally, and most importantly, we reveal that the regret of best response targets has a tremendous influence on the performance of strategy exploration through experiments, which provides an explanation for the effectiveness of regularization in PSRO.

cs.GT

Exploiting Extensive-Form Structure in Empirical Game-Theoretic Analysis

Empirical game-theoretic analysis (EGTA) is a general framework for reasoning about complex games using agent-based simulation. Data from simulating select strategy profiles is employed to estimate a cogent and tractable game model approximating the underlying game. To date, EGTA methodology has focused on game models in normal form; though the simulations play out in sequential observations and decisions over time, the game model abstracts away this temporal structure. Richer models of \textit{extensive-form games} (EFGs) provide a means to capture temporal patterns in action and information, using tree representations. We propose \textit{tree-exploiting EGTA} (TE-EGTA), an approach to incorporate EFG models into EGTA\@. TE-EGTA constructs game models that express observations and temporal organization of activity, albeit at a coarser grain than the underlying agent-based simulation model. The idea is to exploit key structure while maintaining tractability. We establish theoretically and experimentally that exploiting even a little temporal structure can vastly reduce estimation error in strategy-profile payoffs compared to the normal-form model. Further, we explore the implications of EFG models for iterative approaches to EGTA, where strategy spaces are extended incrementally. Our experiments on several game instances demonstrate that TE-EGTA can also improve performance in the iterative setting, as measured by the quality of equilibrium approximation as the strategy spaces are expanded.

cs.GT

Designing a Combinatorial Financial Options Market

Financial options are contracts that specify the right to buy or sell an underlying asset at a strike price by an expiration date. Standard exchanges offer options of predetermined strike values and trade options of different strikes independently, even for those written on the same underlying asset. Such independent market design can introduce arbitrage opportunities and lead to the thin market problem. The paper first proposes a mechanism that consolidates and matches orders on standard options related to the same underlying asset, while providing agents the flexibility to specify any custom strike value. The mechanism generalizes the classic double auction, runs in time polynomial to the number of orders, and poses no risk to the exchange, regardless of the value of the underlying asset at expiration. Empirical analysis on real-market options data shows that the mechanism can find new matches for options of different strike prices and reduce bid-ask spreads. Extending standard options written on a single asset, we propose and define a new derivative instrument -- combinatorial financial options that offer contract holders the right to buy or sell any linear combination of multiple underlying assets. We generalize our single-asset mechanism to match options written on different combinations of assets, and prove that optimal clearing of combinatorial financial options is coNP-hard. To facilitate market operations, we propose an algorithm that finds the exact optimal match through iterative constraint generation, and evaluate its performance on synthetically generated combinatorial options markets of different scales. As option prices reveal the market's collective belief of an underlying asset's future value, a combinatorial options market enables the expression of aggregate belief about future correlations among assets.

cs.GT

Learning to Play against Any Mixture of Opponents

Intuitively, experience playing against one mixture of opponents in a given domain should be relevant for a different mixture in the same domain. We propose a transfer learning method, Q-Mixing, that starts by learning Q-values against each pure-strategy opponent. Then a Q-value for any distribution of opponent strategies is approximated by appropriately averaging the separately learned Q-values. From these components, we construct policies against all opponent mixtures without any further training. We empirically validate Q-Mixing in two environments: a simple grid-world soccer environment, and a complicated cyber-security game. We find that Q-Mixing is able to successfully transfer knowledge across any mixture of opponents. We next consider the use of observations during play to update the believed distribution of opponents. We introduce an opponent classifier -- trained in parallel to Q-learning, using the same data -- and use the classifier results to refine the mixing of Q-values. We find that Q-Mixing augmented with the opponent classifier function performs comparably, and with lower variance, than training directly against a mixed-strategy opponent.

cs.MA

Iterative Empirical Game Solving via Single Policy Best Response

Policy-Space Response Oracles (PSRO) is a general algorithmic framework for learning policies in multiagent systems by interleaving empirical game analysis with deep reinforcement learning (Deep RL). At each iteration, Deep RL is invoked to train a best response to a mixture of opponent policies. The repeated application of Deep RL poses an expensive computational burden as we look to apply this algorithm to more complex domains. We introduce two variations of PSRO designed to reduce the amount of simulation required during Deep RL training. Both algorithms modify how PSRO adds new policies to the empirical game, based on learned responses to a single opponent policy. The first, Mixed-Oracles, transfers knowledge from previous iterations of Deep RL, requiring training only against the opponent's newest policy. The second, Mixed-Opponents, constructs a pure-strategy opponent by mixing existing strategy's action-value estimates, instead of their policies. Learning against a single policy mitigates variance in state outcomes that is induced by an unobserved distribution of opponents. We empirically demonstrate that these algorithms substantially reduce the amount of simulation during training required by PSRO, while producing equivalent or better solutions to the game.

cs.MA

Evaluating Strategy Exploration in Empirical Game-Theoretic Analysis

In empirical game-theoretic analysis (EGTA), game models are extended iteratively through a process of generating new strategies based on learning from experience with prior strategies. The strategy exploration problem in EGTA is how to direct this process so to construct effective models with minimal iteration. A variety of approaches have been proposed in the literature, including methods based on classic techniques and novel concepts. Comparing the performance of these alternatives can be surprisingly subtle, depending sensitively on criteria adopted and measures employed. We investigate some of the methodological considerations in evaluating strategy exploration, defining key distinctions and identifying a few general principles based on examples and experimental observations. In particular, we emphasize the fact that empirical games create a space of strategies that should be evaluated as a whole. Based on this fact, we suggest that the minimum regret constrained profile (MRCP) provides a particularly robust basis for evaluating a space of strategies, and propose a local search method for MRCP that outperforms previous approaches. However, the computation of MRCP is not always feasible especially in large games. In this scenario, we highlight consistency considerations for comparing across different approaches. Surprisingly, we find that recent works violate these considerations that are necessary for evaluation, which may result in misleading conclusions on the performance of different approaches. For proper evaluation, we propose a new evaluation scheme and demonstrate that our scheme can reveal the true learning performance of different approaches compared to previous evaluation methods.

cs.MA

Characterizing Strategic Cascades on Networks

Transmission of disease, spread of information and rumors, adoption of new products, and many other network phenomena can be fruitfully modeled as cascading processes, where actions chosen by nodes influence the subsequent behavior of neighbors in the network graph. Current literature on cascades tends to assume nodes choose myopically based on the state of choices already taken by other nodes. We examine the possibility of strategic choice, where agents representing nodes anticipate the choices of others who have not yet decided, and take into account their own influence on such choices. Our study employs the framework of Chierichetti et al. [2012], who (under assumption of myopic node behavior) investigate the scheduling of node decisions to promote cascades of product adoptions preferred by the scheduler. We show that when nodes behave strategically, outcomes can be extremely different. We exhibit cases where in the strategic setting 100% of agents adopt, but in the myopic setting only an arbitrarily small epsilon % do. Conversely, we present cases where in the strategic setting 0% of agents adopt, but in the myopic setting (100-epsilon)% do, for any constant epsilon > 0. Additionally, we prove some properties of cascade processes with strategic agents, both in general and for particular classes of graphs.

cs.SI

Multiattribute Auctions Based on Generalized Additive Independence

We develop multiattribute auctions that accommodate generalized additive independent (GAI) preferences. We propose an iterative auction mechanism that maintains prices on potentially overlapping GAI clusters of attributes, thus decreases elicitation and computational burden, and creates an open competition among suppliers over a multidimensional domain. Most significantly, the auction is guaranteed to achieve surplus which approximates optimal welfare up to a small additive factor, under reasonable equilibrium strategies of traders. The main departure of GAI auctions from previous literature is to accommodate non-additive trader preferences, hence allowing traders to condition their evaluation of specific attributes on the value of other attributes. At the same time, the GAI structure supports a compact representation of prices, enabling a tractable auction process. We perform a simulation study, demonstrating and quantifying the significant efficiency advantage of more expressive preference modeling. We draw random GAI-structured utility functions with various internal structures, generate additive functions that approximate the GAI utility, and compare the performance of the auctions using the two representations. We find that allowing traders to express existing dependencies among attributes improves the economic efficiency of multiattribute auctions.

cs.GT

Analyzing Incentives for Protocol Compliance in Complex Domains: A Case Study of Introduction-Based Routing

Formal analyses of incentives for compliance with network protocols often appeal to game-theoretic models and concepts. Applications of game-theoretic analysis to network security have generally been limited to highly stylized models, where simplified environments enable tractable study of key strategic variables. We propose a simulation-based approach to game-theoretic analysis of protocol compliance, for scenarios with large populations of agents and large policy spaces. We define a general procedure for systematically exploring a structured policy space, directed expressly to resolve the qualitative classification of equilibrium behavior as compliant or non-compliant. The techniques are illustrated and exercised through an extensive case study analyzing compliance incentives for introduction-based routing. We find that the benefits of complying with the protocol are particularly strong for nodes subject to attack, and the overall compliance level achieved in equilibrium, while not universal, is sufficient to support the desired security goals of the protocol.

cs.GT