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Learning Graphical Game Models

机译:学习图形游戏模型

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Graphical games provide compact representation of a multiagent interaction when agents' payoffs depend only on actions of agents in their local neighborhood. We formally describe the problem of learning a graphical game model from limited observation of trie payoff function, define three performance metrics for evaluating learned games, and investigate several learning algorithms based on minimizing empirical loss. Our first algorithm is a branch-and-bound search, which takes advantage of the structure of the empirical loss function to derive upper and lower bounds on loss at every node of the search tree. We also examine a greedy heuristic and local search algorithms. Our experiments with directed graphical games show that (ⅰ) when only a small sample of profile payoffs is available, branch-and-bound significantly outperforms other methods, and has competitive running time, but (ⅱ) when many profiles are observed, greedy is nearly optimal and considerably better than other methods, at a fraction of branch-and-bound's running time. The results are comparable for undirected graphical games and when payoffs are sampled with noise.
机译:当代理人的收益仅取决于当地社区中代理的行动时,图形游戏提供了多重互动的紧凑型表示。我们正式描述了从Trie收益函数的有限观察学习图形游戏模型的问题,定义了三种性能指标,用于评估学习游戏,并根据最小化经验损失来研究几种学习算法。我们的第一算法是一个分支和绑定的搜索,它利用了经验丢失函数的结构来导出搜索树的每个节点的丢失上的上限和下限。我们还检查了贪婪的启发式和本地搜索算法。我们的实验与指导的图形游戏表明(Ⅰ)当只有一个小型轮廓回报时,分支和绑定显着优于其他方法,并且具有竞争力的运行时间,但(Ⅱ)当观察到许多型材时,贪婪是在分支和界限的运行时间的一小部分下几乎最佳且比其他方法更好。结果对于无向图形游戏以及使用噪音进行回报时可比。

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