Related papers: A Deep Reinforcement Learning Approach for Finding…
Reinforcement learning has exceeded human-level performance in game playing AI with deep learning methods according to the experiments from DeepMind on Go and Atari games. Deep learning solves high dimension input problems which stop the…
This paper considers the distributed strategy design for Nash equilibrium (NE) seeking in multi-cluster games under a partial-decision information scenario. In the considered game, there are multiple clusters and each cluster consists of a…
Deep reinforcement learning algorithms have shown an impressive ability to learn complex control policies in high-dimensional tasks. However, despite the ever-increasing performance on popular benchmarks, policies learned by deep…
In the theory of multi-agent systems, deception refers to the strategic manipulation of information to influence the behavior of other agents, ultimately altering the long-term dynamics of the entire system. Recently, this concept has been…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
We present a new approach to solving games with a countably or uncountably infinite number of players. Such games are often used to model multiagent systems with a large number of agents. The latter are frequently encountered in economics,…
In this paper we present a scalable deep learning framework for finding Markovian Nash Equilibria in multi-agent stochastic games using fictitious play. The motivation is inspired by theoretical analysis of Forward Backward Stochastic…
We propose a exploration mechanism of policy in Deep Reinforcement Learning, which is exploring more when agent needs, called Add Noise to Noise (AN2N). The core idea is: when the Deep Reinforcement Learning agent is in a state of poor…
We study multi-player general-sum Markov games with one of the players designated as the leader and the other players regarded as followers. In particular, we focus on the class of games where the followers are myopic, i.e., they aim to…
Multi-agent learning algorithms have been shown to display complex, unstable behaviours in a wide array of games. In fact, previous works indicate that convergent behaviours are less likely to occur as the total number of agents increases.…
In this work we present a method for using Deep Q-Networks (DQNs) in multi-objective environments. Deep Q-Networks provide remarkable performance in single objective problems learning from high-level visual state representations. However,…
This work presents a novel policy iteration algorithm to tackle nonzero-sum stochastic impulse games arising naturally in many applications. Despite the obvious impact of solving such problems, there are no suitable numerical methods…
We consider two-player zero-sum stochastic games and propose a two-timescale $Q$-learning algorithm with function approximation that is payoff-based, convergent, rational, and symmetric between the two players. In two-timescale…
Deep reinforcement learning is a technique for solving problems in a variety of environments, ranging from Atari video games to stock trading. This method leverages deep neural network models to make decisions based on observations of a…
Continuous games are multiplayer games in which strategy sets are compact and utility functions are continuous. These games typically have a highly complicated structure of Nash equilibria, and numerical methods for the equilibrium…
Moving target defense (MTD) is a proactive defense approach that aims to thwart attacks by continuously changing the attack surface of a system (e.g., changing host or network configurations), thereby increasing the adversary's uncertainty…
An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an…
We study a two-player zero-sum game in which the row player aims to maximize their payoff against a competing column player, under an unknown payoff matrix estimated through bandit feedback. We propose three algorithms based on the…
This paper presents a theoretical framework for probably approximately correct (PAC) multi-agent reinforcement learning (MARL) algorithms for Markov games. The paper offers an extension to the well-known Nash Q-learning algorithm, using the…
Dynamic games are powerful tools to model multi-agent decision-making, yet computing Nash (generalized Nash) equilibria remains a central challenge in such settings. Complexity arises from tightly coupled optimality conditions, nested…