New Algorithms for Collaborative and Adversarial Decision Making in Partially Observable Stochastic Games

2009 ◽  
Author(s):  
Shlomo Zilberstein
Author(s):  
Sreenu G. ◽  
M.A. Saleem Durai

Advances in recent hardware technology have permitted to document transactions and other pieces of information of everyday life at an express pace. In addition of speed up and storage capacity, real-life perceptions tend to transform over time. However, there are so much prospective and highly functional values unseen in the vast volume of data. For this kind of applications conventional data mining is not suitable, so they should be tuned and changed or designed with new algorithms. Big data computing is inflowing to the category of most hopeful technologies that shows the way to new ways of thinking and decision making. This epoch of big data helps users to take benefit out of all available data to gain more precise systematic results or determine latent information, and then make best possible decisions. Depiction from a broad set of workloads, the author establishes a set of classifying measures based on the storage architecture, processing types, processing techniques and the tools and technologies used.


2018 ◽  
Author(s):  
◽  
Andrew R. Buck

Multicriteria decision-making problems arise in all aspects of daily life and form the basis upon which high-level models of thought and behavior are built. These problems present various alternatives to a decision-maker, who must evaluate the trade-offs between each one and choose a course of action. In a sequential decision-making problem, each choice can influence which alternatives are available for subsequent actions, requiring the decision-maker to plan ahead in order to satisfy a set of objectives. These problems become more difficult, but more realistic, when information is restricted, either through partial observability or by approximate representations. Pathfinding in partially observable environments is one significant context in which a decision-making agent must develop a plan of action that satisfies multiple criteria. In general, the partially observable multiobjective pathfinding problem requires an agent to navigate to certain goal locations in an environment with various attributes that may be partially hidden, while minimizing a set of objective functions. To solve these types of problems, we create agent models based on the concept of a mental map that represents the agent's most recent spatial knowledge of the environment, using fuzzy numbers to represent uncertainty. We develop a simulation framework that facilitates the creation and deployment of a wide variety of environment types, problem definitions, and agent models. This computational mental map (CMM) framework is shown to be suitable for studying various types of sequential multicriteria decision-making problems, such as the shortest path problem, the traveling salesman problem, and the traveling purchaser problem in multiobjective and partially observable configurations.


2021 ◽  
pp. 103645
Author(s):  
Vojtěch Kovařík ◽  
Martin Schmid ◽  
Neil Burch ◽  
Michael Bowling ◽  
Viliam Lisý

Author(s):  
Karel Horák ◽  
Branislav Bošanský

In many real-world problems, there is a dynamic interaction between competitive agents. Partially observable stochastic games (POSGs) are among the most general formal models that capture such dynamic scenarios. The model captures stochastic events, partial information of players about the environment, and the scenario does not have a fixed horizon. Solving POSGs in the most general setting is intractable.Therefore, the research has been focused on subclasses of POSGs that have a value of the game and admit designing (approximate) optimal algorithms. We propose such a subclass for two-player zero-sum games with discounted-sum objective function—POSGs with public observations (POPOSGs)—where each player is able to reconstruct beliefs of the other player over the unobserved states. Our results include: (1) theoretical analysis of PO-POSGs and their value functions showing convexity (concavity) in beliefs of maximizing (minimizing) player, (2) a novel algorithm for approximating the value of the game, and (3) a practical demonstration of scalability of our algorithm. Experimental results show that our algorithm can closely approximate the value of non-trivial games with hundreds of states.


AI Magazine ◽  
2012 ◽  
Vol 33 (4) ◽  
pp. 82 ◽  
Author(s):  
Prashant J. Doshi

Decision making is a key feature of autonomous systems. It involves choosing optimally between different lines of action in various information contexts that range from perfectly knowing all aspects of the decision problem to having just partial knowledge about it. The physical context often includes other interacting autonomous systems, typically called agents. In this article, I focus on decision making in a multiagent context with partial information about the problem. Relevant research in this complex but realistic setting has converged around two complementary, general frameworks and also introduced myriad specializations on its way. I put the two frameworks, decentralized partially observable Markov decision process (Dec-POMDP) and the interactive partially observable Markov decision process (I-POMDP), in context and review the foundational algorithms for these frameworks, while briefly discussing the advances in their specializations. I conclude by examining the avenues that research pertaining to these frameworks is pursuing.


Author(s):  
Karel Horák ◽  
Branislav Bošanský ◽  
Christopher Kiekintveld ◽  
Charles Kamhoua

Value methods for solving stochastic games with partial observability model the uncertainty of the players as a probability distribution over possible states, where the dimension of the belief space is the number of states. For many practical problems, there are exponentially many states which causes scalability problems. We propose an abstraction technique that addresses this curse of dimensionality by projecting the high-dimensional beliefs onto characteristic vectors of significantly lower dimension (e.g., marginal probabilities). Our main contributions are (1) a novel compact representation of the uncertainty in partially observable stochastic games and (2) a novel algorithm using this representation that is based on existing state-of-the-art algorithms for solving stochastic games with partial observability. Experimental evaluation confirms that the new algorithm using the compact representation dramatically increases scalability compared to the state of the art.


Sign in / Sign up

Export Citation Format

Share Document