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Multi-Agent Algorithms for Solving Graphical Games

机译:用于解决图形游戏的多代理算法

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Consider the problem of a group of agents trying to find a stable strategy profile for a joint interaction. A standard approach is to describe the situation as a single multi-player game and find an equilibrium strategy profile of that game. However, most algorithms for finding equilibria are computationally expensive; they are also centralized, requiring that all relevant payoff information be available to a single agent (or computer) who must determine the entire equilibrium profile. In this paper, we exploit two ideas to address these problems. We consider structured game representations, where the interaction between the agents is sparse, an assumption that holds in many real-world situations. We also consider the slightly relaxed task of finding an approximate equilibrium. We present two algorithms for finding approximate equilibria in these games, one based on a hill-climbing approach and one on constraint satisfaction. We show that these algorithms exploit the game structure to achieve faster computation. They are also inherently local, requiring only limited communication between directly interacting agents. They can thus be scaled to games involving large numbers of agents, provided the interaction between the agents is not too dense.
机译:考虑一组试图寻求稳定战略概况的代理商的问题,以获得联合互动。标准方法是将这种情况描述为单个多人游戏,并找到该游戏的均衡策略概况。但是,用于查找均衡的大多数算法是计算昂贵的;它们也集中在一起,要求所有相关的支付信息可用于必须确定整个均衡配置文件的单个代理(或计算机)。在本文中,我们利用两种想法来解决这些问题。我们考虑结构化的游戏表示,代理之间的交互稀疏,假设在许多现实世界情况下保持。我们还考虑找到近似均衡的略微放松的任务。我们提出了两个用于在这些游戏中查找近似均衡的算法,一个基于山攀爬方法,一个关于约束满意度。我们表明这些算法利用游戏结构来实现更快的计算。它们也是本地局部的,只需要在直接相互作用代理之间有限的沟通。因此,它们可以缩放到涉及大量代理的游戏,只要药剂之间的相互作用是不太密集的。

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