Multi-Agent Learning Mini-Tutorial
Gerry Tesauro
IBM T.J.Watson Research Center
http://www.research.ibm.com/infoecon
http://www.research.ibm.com/massdist
Outline
Statement of the problem
Tools and concepts from RL & game theory
“Naïve” approaches to multi-agent learning
ordinary single-agent RL; no-regret learning
fictitious play
evolutionary game theory
“Sophisticated” approaches
minimax-Q (Littman), Nash-Q (Hu & Wellman)
tinkering with learning rates: WoLF (Bowling),
Multiple-timescale Q-learning (Leslie & Collins)
“strategic teaching” (Camerer talk)
Challenges and Opportunities
Normal single-agent learning
Assume that environment has observable states,
characterizable expected rewards and state transitions,
and all of the above is stationary (MDP-ish)
Non-learning, theoretical solution to fully specified
problem: DP formalism
Learning: solve by trial and error without a full
specification: RL + exploration, Monte Carlo, ...
Multi-Agent Learning Problem:
Agent tries to solve its
learning problem, while
other agents in the
environment also are
trying to solve their own
learning problems.
Non-learning, theoretical
solution to fully specified
problem: game theory
Basics of game theory
A game is specified by: players (1…N), actions, and
payoff matrices (functions of joint actions)
B’s action
A’s action
R P S
R 0 1 1
P 1 0 1
S 1 1 0
A’s payoff
R P S
R 0 1 1
P 1 0 1
S 1 1 0
B’s payoff
If payoff matrices are identical, game is cooperative, else
non-cooperative (zero-sum = purely competitive)
Basic lingo…(2)
Games with no states: (bi)-matrix games
Games with states: stochastic games, Markov games;
(state transitions are functions of joint actions)
Games with simultaneous moves: normal form
Games with alternating turns: extensive form
No. of rounds = 1: one-shot game
No. of rounds > 1: repeated game
deterministic action choice: pure strategy
non-deterministic action choice: mixed strategy
Basic Analysis
A joint strategy x is Pareto-optimal if no x’ that improves
everybody’s payoffs
An agent’s xi is a dominant strategy if it’s always best
regardless of others’ actions
xi is a best-reponse to others’ x-i if it maximizes payoff
given x-i
A joint strategy x is an equilibrium if each agent’s
strategy is simultaneously a best-response to everyone
else’s strategy, i.e. no incentive to deviate (Nash,
correlated)
A Nash equilibrium always exists, but may be
exponentially many of them, and not easy to compute
What about imperfect information games?
Nash eqm. requires knowledge of all payoffs. For
imperfect info. games, corresponding concept is
Bayes-Nash equilibrium (Nash plus Bayesian inference
over hidden information). Even more intractable than
regular Nash.
Can we make game theory more tractable?
Active area of research
Symmetric games: payoffs are invariant under swapping
of player labels. Can look for symmetric equilibria,
where all agents play same mixed strategy.
Network games: agent payoffs only depend on
interactions with a small # of neighbors
Summarization games: payoffs are simple summarization
functions of population joint actions (e.g. voting)
Summary: pros and cons of game theory
Game theory provides a nice conceptual/theoretical
framework for thinking about multi-agent learning.
Game theory is appropriate provided that:
Game is stationary and fully specified;
Enough computer power to compute equilibrium;
Can assume other agents are also game theorists;
Can solve equilibrium coordination problem.
Above conditions rarely hold in real applications
Multi-agent learning is not only a fascinating problem,
it may be the only viable option.
Naïve Approaches to Multi-Agent Learning
Basic idea: agent adapts, ignoring non-stationarity of
other agents’ strategies
1. Fictitious play: Agent observes time-average
frequency of other players’ action choices, and
models:
# times k observed
prob(action k )
total # observations
agent then plays best-response to this model
Variants of fictitious play: exponential recency
weighting, “smoothed” best response (~softmax),
small adjustment toward best response, ...
What if all agents use fictitious play?
Strict Nash equilibria are absorbing points for fictitious
play
Typical result is limit-cycle behavior of strategies, with
increasing period as N
In certain cases, product of empirical distributions
converges to Nash even though actual play cycles
(penny matching example)
More Naïve Approaches…
2. Evolutionary game theory: “Replicator Dynamics”
models: large population of agents using different
strategies, fittest agents breed more copies.
Let x= population strategy vector, and xk = fraction of
population playing strategy k. Growth rate then:
dxk
k
xk u (e , x) u ( x, x)
dt
Above equation also derived from an “imitation” model
NE are fixed points of above equation, but not
necessarily attractors (unstable or neutral stable)
Many possible dynamic behaviors...
limit cycles
attractors
Also saddle points, chaotic orbits, ...
unstable f.p.
Replicator dynamics: auction bidding strategies
More Naïve Approaches…
3. Iterated Gradient Ascent: (Singh, Kearns and
Mansour): Again does a myopic adaptation to other
players’ current strategy.
dxi
u ( xi , xi )
dt
xi
Coupled system of linear equations: u is linear in
xi and x-i
Analysis for two-player, two-action games: either
converges to a Nash fixed point on the boundary
(at least one pure strategy), or get limit cycles
Further Naïve Approaches…
4. Dumb Single-Agent Learning: Use a single-agent
algorithm in a multi-agent problem & hope that it works
No-regret learning by pricebots (Greenwald & Kephart)
Simultaneous Q-learning by pricebots (Tesauro & Kephart)
In many cases, this actually works: learners converge either
exactly or approximately to self-consistent optimal strategies
“Sophisticated” approaches
Takes into account the possibility that other agents’
strategies might change.
5. Multi-Agent Q-learning:
Minimax-Q (Littman): convergent algorithm for
two-player zero-sum stochastic games
Nash-Q (Hu & Wellman): convergent algorithm
for two-player general-sum stochastic games;
requires use of Nash equilibrium solver
More sophisticated approaches...
6. Varying learning rates
WoLF: “Win or Learn Fast” (Bowling): agent
reduces its learning rate when performing well,
and increases when doing badly. Improves
convergence of IGA and policy hill-climbing
Multi-timescale Q-Learning (Leslie): different
agents use different power laws t-n for learning
rate decay: achieves simultaneous convergence
where ordinary Q-learning doesn’t
More sophisticated approaches...
7. “Strategic Teaching:” recognizes that other
players’ strategy are adaptive
“A strategic teacher may play a strategy which is
not myopically optimal (such as cooperating in
Prisoner’s Dilemma) in the hope that it induces
adaptive players to expect that strategy in the
future, which triggers a best-response that benefits
the teacher.” (Camerer, Ho and Chong)
Theoretical Research Challenges
Proper theoretical formulation?
“No short-cut” hypothesis: Massive on-line search a la
Deep Blue to maximize expected long-term reward
(Bayesian) Model and predict behavior of other players,
including how they learn based on my actions (beware
of infinite model recursion)
trial-and-error exploration
continual Bayesian inference using all evidence over all
uncertainties (Boutilier: Bayesian exploration)
When can you get away with simpler methods?
Real-World Opportunities
Multi-agent systems where you can’t do game
theory (covers everything :-))
Electronic marketplaces (Kephart)
Mobile networks (Chang)
Self-managing computer systems (Kephart)
Teams of robots (Bowling, Stone)
Video games
Military/counter-terrorism applications