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Sampled Fictitious Play on Networks

机译:网络上的虚拟游戏样本

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摘要

We formulate and solve the problem of optimizing the structure of an information propagation network between multiple agents. In a given space of interests (e.g., information on certain targets), each agent is defined by a vector of their desirable information, called filter, and a vector of available information, called source. The agents seek to build a directed network that maximizes the value of the desirable source-information that reaches each agent having been filtered en route, less the expense that each agent incurs in filtering any information of no interest to them. We frame this optimization problem as a game of common interest, where the Nash equilibria can be attained as limit points of Sampled Fictitious Play (SFP), offering a method that turns out computationally effective in traversing the huge space of feasible networks on a given node set. Our key idea lies in the creative use of history in SFP, leading to the new History Value-Weighted SFP method. To our knowledge, this is the first successful application of FP for network structure optimization. The appeal of our work is supported by the outcomes of the computational experiments that compare the performance of several algorithms in two settings: centralized (full information) and decentralized (local information).
机译:我们制定并解决了优化多个代理之间的信息传播网络结构的问题。在给定的兴趣空间(例如,关于某些目标的信息)中,每个代理由其期望信息的向量(称为过滤器)和可用信息的向量(称为源)定义。代理试图建立一个有向网络,以使到达每个已在途中被过滤的代理的理想源信息的价值最大化,从而减少每个代理在过滤他们不感兴趣的任何信息时所产生的费用。我们将此优化问题视为一个共同的游戏,可以将纳什均衡作为采样虚拟游戏(SFP)的极限点,从而提供一种在给定节点上遍历可行网络的巨大空间的方法放。我们的关键思想在于对SFP中历史记录的创造性使用,从而导致了新的“历史值加权SFP”方法。据我们所知,这是FP首次成功用于网络结构优化的应用。计算实验的结果支持了我们工作的吸引力,该实验在两种情况下比较了几种算法的性能:集中式(完整信息)和分散式(本地信息)。

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