Game Abstraction and Equilibrium

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Extensive-Form Game
Abstraction with Bounds
 
Outline
Motivation
Abstractions of extensive-form games
Theoretical guarantees on abstraction quality
Computing abstractions
Hardness
Algorithms
Experiments
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Nash equilibrium
ε-Nash equilibrium
Abstracted game
(automated) Abstraction
Equilibrium-finding 
algorithm
Map to real game
Real game
Why is game abstraction difficult?
 
Abstraction pathologies
Sometimes, refining an abstraction can be worse
Every equilibrium can be worse
Tuomas presented numerous papers on game abstraction without solution quality bounds
Lossless abstractions are too large
Particularly difficult to analyze in extensive-form games
Information sets cut across subtrees
A player might be best responding to nodes in different part of game tree
Extensive-form games - definition
 
Game tree.
Branches denote actions.
Information sets.
Payoff at leaves.
Perfect recall.
Players remember past actions.
Imperfect recall.
Players might forget past actions.
 
P2
P1
-3
0
1.5
8
0
0
-6
C
P1
P1
P1
P2
P1
0
-6
Strategies and equilibria
P2
P1
-3
0
1.5
8
0
0
-6
C
P1
P1
P1
P2
P1
0
-6
Counterfactual value
P2
P1
-3
0
1.5
8
0
0
-6
C
P1
P1
P1
P2
6
Regret
P2
P1
-3
0
1.5
8
0
0
-6
C
P1
P1
P1
P2
6
Abstraction
 
Goal: reduce number of decision variables,
maintain low regret
Method: merge information sets/remove actions
Constraints:
Must define bijection between nodes
Nodes in bijection must have same ancestors
sequences over other players
Must have same descendant sequences over all
players
Might create imperfect recall
Worse bounds
P2
P1
0
1.5
C
P1
P2
Abstraction payoff error
P2
P1
0
1.5
C
P1
P2
Abstraction chance node error
P1
0
1.5
P1
Abstraction chance distribution error
P1
0
1.5
P1
Bounds on abstraction quality
Complexity and structure
 
 
Complexity:
NP-hard to minimize our bound (both for perfect and imperfect recall)
Determining whether two trees are topologically mappable is graph isomorphism complete
 
Decomposition:
Level-by-level is, in general, impossible
There might be no legal abstractions identifiable through only single-level abstraction
Algorithms
 
 
Single-level abstraction:
Assumes set of legal-to-merge information sets
Equivalent to clustering with weird objective function
Forms a metric space
Immediately yields 2-approximation algorithm for chance-free abstraction
Chance-only abstractions gives new objective function not considered in clustering literature
Weighted sum over elements, with each taking the maximum intra-cluster distance
 
Integer programming for whole tree:
Variables represent merging nodes and/or information sets
#variables quadratic in tree size
Perfect recall IP experiments
5 cards
2 kings
2 jacks
1 queen
Limit hold’em
2 players
1 private card dealt to each
1 public card dealt
Betting after cards are dealt in each round
2 raises per round
Signal tree
Tree representing nature actions that are independent of player actions
Actions available to players must be independent of these
Abstraction of signal tree leads to valid abstraction of full game tree
Experiments that minimize tree size
Experiments that minimize bound
Imperfect-recall single-level experiments
 
Game:
Die-roll poker.
Poker-like game that uses dice.
Correlated die rolls (e.g. P1 rolls a 3, then P2 is more likely to roll a number close to 3).
Game order:
Each player rolls a private 4-sided die.
Betting happens.
Each player rolls a second private 4-sided die.
Another round of betting.
Model games where players get individual noisy and/or shared imperfect signals.
Experimental setup
 
Abstraction:
Compute bound-minimizing abstraction of the second round of die rolls.
Relies on integer-programming formulation.
Apply counterfactual regret minimization (CFR) algorithm.
Gives solution with bounded regret on each action.
Compute actual regret in full game.
Compare to bound from our theoretical result.
Imperfect-recall experiments
Comparison to prior results
Conclusion
Developed first algorithm-agnostic bounds on solution quality for imperfect-recall abstraction.
Improved previous bounds exponentially.
Showed hardness of abstraction
Showed equivalence to clustering for single-level abstraction.
Showed that abstraction problem forms a metric space.
Performed experiments showing that CFR performs well on our abstractions, and converges.
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Extensive-Form Game Abstraction with Bounds delves into the complexities of game abstraction, exploring theoretical guarantees, algorithmic challenges, and equilibrium-finding processes. The difficulty of game abstraction is examined, highlighting issues such as pathologies and the struggle to optimize abstraction quality. Real versus abstracted games are compared, shedding light on equilibrium-finding algorithms and Nash equilibrium. The essence of extensive-form games, counterfactual value, regret, and the goal of abstraction - reducing variables while managing regret - are thoroughly discussed.

  • Game Abstraction
  • Equilibrium
  • Extensive-Form Games
  • Nash Equilibrium

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  1. Extensive-Form Game Abstraction with Bounds

  2. Outline Motivation Abstractions of extensive-form games Theoretical guarantees on abstraction quality Computing abstractions Hardness Algorithms Experiments

  3. Real game Abstracted game (automated) Abstraction Equilibrium-finding algorithm Map to real game -Nash equilibrium Nash equilibrium

  4. Why is game abstraction difficult? Abstraction pathologies Sometimes, refining an abstraction can be worse Every equilibrium can be worse Tuomas presented numerous papers on game abstraction without solution quality bounds Lossless abstractions are too large Particularly difficult to analyze in extensive-form games Information sets cut across subtrees A player might be best responding to nodes in different part of game tree

  5. Extensive-form games - definition Game tree. 1 3 2 3 C Branches denote actions. Information sets. P1 P1 Payoff at leaves. r L R l Perfect recall. Players remember past actions. 0 1.5 P2 P2 c c d d Imperfect recall. Players might forget past actions. -3 P1 P1 P1 e e e f f f 8 0 0 -6 0 -6

  6. Counterfactual value Defined for each information set ?. 1 3 2 3 C Expected value from information set. Assumes that player plays to reach ?. Rescales by probability of reaching ?. P1 P1 r L R l Example: Uniform distribution everywhere. Bottom information set. Reach probability: 1 0 1.5 P2 P2 c c d d 6. 1 2,1 Conditional node distribution: ? ? =1 2. -3 6 P1 P1 2 1 2 8 1 2 1 2 6 = 0.5. e e f f 8 0 0 -6

  7. Regret Defined for each action ?. 1 3 2 3 C Change in expected value when taking ?. Holds everything else constant. P1 P1 r L R l Example: Uniform distribution everywhere. Bottom information set. ? ? =1 0 1.5 P2 P2 c c d d 2 1 2 8 1 2 1 ? = 1. 2 6 = 0.5. To get ?(?) set ?1 ? ? = ??? ? ? = 3.5. -3 6 P1 P1 e e f f 8 0 0 -6

  8. Abstraction Goal: reduce number of decision variables, maintain low regret 1 3 2 3 C Method: merge information sets/remove actions P1 P1 Constraints: Must define bijection between nodes Nodes in bijection must have same ancestors sequences over other players Must have same descendant sequences over all players r L R l 0 1.5 P2 P2 c c d d Might create imperfect recall Worse bounds P1 P1 P1 P1 e e e e f f f f 8 0 0 -6 9 0 0 -7

  9. Abstraction payoff error Quantify error in abstraction. 1 3 2 3 C Measure similarity of abstraction and full game. Based on bijection. P1 P1 Maximum difference between leaf nodes: First mapping: 1 Second mapping: 2 r L R l 0 1.5 P2 P2 c c Formally: Leaf node: ??? = |? ? ?(? )| Player node: ??? = max d d ??(?) P1 P1 P1 P1 ? Nature node: ??? = ?? ? ??(?) e e e e f f f f 8 0 0 -6 9 0 0 -8

  10. Abstraction chance node error Quantify error in abstraction. P2 Measure similarity of abstraction and full game. Based on bijection. P1 P1 Maximum difference between leaf nodes: First mapping: 1 Second mapping: 2 r L R l 0 1.5 C C 1 3 2 3 1 3 2 3 Formally: Player node: ?0? = max ?0(?) ? P1 P1 P1 P1 Nature node: ?0? = ?|? ? ? (? )| e e e e f f f f 8 0 0 -6 9 0 0 -8

  11. Abstraction chance distribution error Quantify error in abstraction. P2 Measure similarity of abstraction and full game. Based on bijection. P1 P1 Maximum difference between leaf nodes: First mapping: 1 Second mapping: 2 r L R l 0 1.5 C C 1 3 2 3 1 3 2 3 Formally: Infoset node: ?0? = |? ? ? ?(? |? ) Infoset: ?0? = ? ??0(?) P1 P1 P1 P1 e e e e f f f f 8 0 0 -6 9 0 0 -8

  12. Bounds on abstraction quality Given: Original perfect-recall game Abstraction that satisfies our constraints Abstraction strategy with bounded regret on each action We get: An ?-Nash equilibrium in full game Perfect recall abstraction error for player ?: 0? + ? ?2?? 0? + ?? ?+ ? 0?? 2?? Imperfect-recall abstraction error: Same as for perfect recall, but ? times Linearly worse in game depth

  13. Complexity and structure Complexity: NP-hard to minimize our bound (both for perfect and imperfect recall) Determining whether two trees are topologically mappable is graph isomorphism complete Decomposition: Level-by-level is, in general, impossible There might be no legal abstractions identifiable through only single-level abstraction

  14. Algorithms Single-level abstraction: Assumes set of legal-to-merge information sets Equivalent to clustering with weird objective function Forms a metric space Immediately yields 2-approximation algorithm for chance-free abstraction Chance-only abstractions gives new objective function not considered in clustering literature Weighted sum over elements, with each taking the maximum intra-cluster distance Integer programming for whole tree: Variables represent merging nodes and/or information sets #variables quadratic in tree size

  15. Perfect recall IP experiments 5 cards 2 kings 2 jacks 1 queen Limit hold em 2 players 1 private card dealt to each 1 public card dealt Betting after cards are dealt in each round 2 raises per round

  16. Signal tree Tree representing nature actions that are independent of player actions Actions available to players must be independent of these Abstraction of signal tree leads to valid abstraction of full game tree

  17. Experiments that minimize tree size

  18. Experiments that minimize bound

  19. Imperfect-recall single-level experiments Game: Die-roll poker. Poker-like game that uses dice. Correlated die rolls (e.g. P1 rolls a 3, then P2 is more likely to roll a number close to 3). Game order: Each player rolls a private 4-sided die. Betting happens. Each player rolls a second private 4-sided die. Another round of betting. Model games where players get individual noisy and/or shared imperfect signals.

  20. Experimental setup Abstraction: Compute bound-minimizing abstraction of the second round of die rolls. Relies on integer-programming formulation. Apply counterfactual regret minimization (CFR) algorithm. Gives solution with bounded regret on each action. Compute actual regret in full game. Compare to bound from our theoretical result.

  21. Imperfect-recall experiments

  22. Comparison to prior results Lanctot, Gibson, Burch, Zinkevich, and Bowling. ICML12 Bounds also for imperfect-recall abstractions Only for CFR algorithm Allow only utility error Utility error exponentially worse (?(? ) vs. ?( )) Do not take chance weights into account Very nice experiments for utility-error only case Kroer and Sandholm. EC14 Bounds only for perfect-recall abstractions Do not have linear dependence on height Imperfect-recall work builds on both papers The model of abstraction is an extension of ICML12 paper Analysis uses techniques from EC14 paper Our experiments are for the utility+chance outcome error case

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