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Consistent Opponent Modeling of Static Opponents in Imperfect-Information Games

Created by
  • Haebom

Author

Sam Ganzfried

Outline

In a multi-agent environment, the goal of an agent is to maximize its total reward against its opponent. Game-theoretic solutions, such as the Nash equilibrium, can achieve robust performance in certain environments, but they fail to leverage historical and observed data obtained through repeated interactions. Adversarial modeling algorithms incorporate machine learning techniques to exploit available data to exploit non-optimal opponents, but the effectiveness of these approaches in games with incomplete information has been limited to date. This paper shows that existing adversarial modeling approaches fail to satisfy a simple desirable property, even for static opponents drawn from a known prior distribution. That is, they fail to guarantee that the model approximates the opponent's true strategy as the number of game iterations approaches infinity. In this paper, we develop a novel algorithm that achieves this property and efficiently solves a convex minimization problem based on a sequence-form game representation using projected gradient descent. This algorithm is guaranteed to converge efficiently to the opponent's true strategy, utilizing observations from game play and, when available, additional historical data.

Takeaways, Limitations

Takeaways: We present a novel algorithm that improves the effectiveness of adversary modeling in incomplete information games. The algorithm guarantees convergence to the opponent's actual strategy and operates by solving an efficient convex minimization problem. It overcomes the limitations of existing algorithms and can accurately predict adversary strategies as the number of game iterations increases.
Limitations: The algorithm's performance depends on the game representation in sequence form, and further research is needed to determine whether it is applicable to all games. The algorithm's efficiency may vary depending on the game's size and complexity. Further experimental verification of its generalization performance in real-world game environments is needed.
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