论文标题
对抗团队游戏的公共信息表示
Public Information Representation for Adversarial Team Games
论文作者
论文摘要
对抗性团队游戏的特殊性在于在比赛期间提供给团队成员的不对称信息,这使得平衡计算问题即使是零和零收益。文献中可用的算法具有策略空间的隐式表示,并主要采用线性编程和列生成技术,以逐步扩大策略空间。这样的表示可以阻止采用标准工具,例如抽象生成,游戏解决和子游戏求解,在求解庞大的,现实世界中的两个玩家零和游戏时,这些工具至关重要。与这些作品不同,我们回答了一个问题,即是否有任何合适的游戏表示可以采用这些工具。特别是,我们的算法将带有对手的连续团队游戏转换为经典的两人零和游戏。在这个转换后的游戏中,团队被转变为单个协调员球员,他只知道整个团队常见的信息,并向球员开出任何可能的私人状态的行动。有趣的是,我们表明我们的游戏比原始的广泛形式游戏更具表现力,因为我们的代表性可以捕获广泛形式游戏的任何状态/动作抽象,而反向不存在。由于该问题的NP坚硬性质,因此由此产生的公共团队游戏可能比原始游戏大。为了限制这一爆炸,我们提供了三种算法,每种算法都返回了无信息的抽象,该抽象大大降低了树的大小。这些抽象可以在不生成原始游戏树的情况下产生。最后,我们通过对Kuhn和Leduc Poker游戏提出实验结果来显示拟议方法的有效性,该结果通过在转换后的游戏中应用最先进的算法将两人零零游戏的零算法应用于
The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the literature work with implicit representations of the strategy space and mainly resort to Linear Programming and column generation techniques to enlarge incrementally the strategy space. Such representations prevent the adoption of standard tools such as abstraction generation, game solving, and subgame solving, which demonstrated to be crucial when solving huge, real-world two-player zero-sum games. Differently from these works, we answer the question of whether there is any suitable game representation enabling the adoption of those tools. In particular, our algorithms convert a sequential team game with adversaries to a classical two-player zero-sum game. In this converted game, the team is transformed into a single coordinator player who only knows information common to the whole team and prescribes to the players an action for any possible private state. Interestingly, we show that our game is more expressive than the original extensive-form game as any state/action abstraction of the extensive-form game can be captured by our representation, while the reverse does not hold. Due to the NP-hard nature of the problem, the resulting Public Team game may be exponentially larger than the original one. To limit this explosion, we provide three algorithms, each returning an information-lossless abstraction that dramatically reduces the size of the tree. These abstractions can be produced without generating the original game tree. Finally, we show the effectiveness of the proposed approach by presenting experimental results on Kuhn and Leduc Poker games, obtained by applying state-of-art algorithms for two-player zero-sum games on the converted games