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lib-posg

A library implementing a generic "game engine" for use in agents that can have their world expressed as a "partially observable stochastic game".

Implementation Details

Background

The algorithm is based on the work of Eric A. Hansen, Daniel S. Bernstein and Shlomo Zilberstein in "Dynamic Programming Approximations for Partially Observable Stochastic Games". This paper covered how to extent the tools used to solve Partially Observable Markov Decision Processes (single agent environments) into multi-agent environments by listing each game that the robots may be currently playing.

This work aims to offer a solution to the problem of playing games with other agents where there is not a precise knowledge of what state the agent is currently, agent actions don't always have precisely the expected consequences, and observations are only sometimes accurate. Given these constraints, a statistical model is used that decides on the path that is statistically most likely to achieve a high reward based on the information available.

Given all this uncertainty, this program expects a complete map of the different states, or "games" an agent could be in, as well as the probabilities of what destination states choosing an action will result in, and the observation probabilities that would be achieved after doing said action to reach each state. This is expected to be exhaustive.

Algorithm Used

The current algorithm used is a horizon-based depth-first-search from an agent's current belief state. The search is exhaustive, and even the game used in the simulator example, with a branch-factor of 8 (2 actions / 4 permutations of 2 observations) runs pretty slowly at a horizon of 4 or more.

This algorithm works by generating a horizon "X" policy tree for the agent given the current belief state each time generateStrategy is called. After generating the policy tree to use, calling decideGameAction will cause the agent to traverse the generated policy tree until it hits the edge. If generateStrategy is never called, it is automatically called when an agent hits an "edge node" on its policy tree. Below is the traversal algorithm used:

  • if horizon = 0, return null
  • Normalize incoming belief vector
  • Find best action available. For all actions:
    • For all games:
      • For all observations
        • Update belief for this.
    • Normalize all action - observation combo beliefs.
    • Generate an easier to parse data structure. For all games:
      • For all joint actions:
        • For all transitions:
          • For all observations:
            • Calculate P(o|s')*P(s'|a,s)*b(s) to store in a map of observation -> transition probabilities. These are actually un-normalized belief vectors with all potential games aggregated into the value
    • For all observations:
      • Calculate the expected value of this game with horizon - 1 and belief from the current action + observation
    • For all games:
      • Calculate expected value of this action given our belief vector. (b(s) * R(s,a))
    • For all observations:
      • Calculate expected value of transitioning to this belief state. Aggregate.
    • Maximize / only return the best action.

Unfortunately, at this point, this algorithm does not accurately reflect the one defined in the paper. Specifically, we do no iterated removal of dominated strategies. We do, however, only hold on to the best strategy for the horizon given.

Algorithm from the paper

The paper discusses what appears to be an iterated depth-first search of the space, which includes pruning for dominated strategies at each depth. Based on my understanding of this, I would expect that such pruning would lead to premature removal of strategies that may lead to games where a higher payoff could be expected.

Defining a Game

Games are currently run through the simulator, which trigger observations for an agent. The following data types are meant to be used to create a game description.

Action

An agent is capable of doing actions. Actions are how an agent interacts with the world. After an action has been defined for an agent, that same object must be used whenever a reference to an action is required.

Game

A game is really a set of JointActions. It is a holding data type, but represents the destination Game to be used for other locations. Like Actions, once a game has been created, the same reference should always be used.

The assumption is made that you have a JointAction for every possible combination of Agent Actions.

JointAction

A JointAction represents the mapping of agent actions to agent rewards as well as the potential transitions to another state from this action.

You will add a lot of these.

Transition

Transitions show what destination state can be reached, and what probable observations would be made if it is the current transition.

Observation

Observations are used by an agent to sense its current state. These should be tied to the agent using the observation. The same object should be passed to every JointAction.

Assumptions / Shortcomings

As with any new project, There are a laundry list of TODO's.

Agent actions are the same for every game

Every game has every joint action of every agent participating. The actions are defined inside of the agent, and these actions are used in every game. This is really the only way any agent can survive in a pOSG, as we really don't know exactly which game we are playing at any given time. Also, most agents continue to have the same set of actions available at any time. If an action is unavailable in a certain game, a very negative payoff could be used to discourage this.

Observations are only of the "true / false" variety

Gradient-based observations has not been attempted.

Opponent Agent responses are not planned against

This program currently takes an average of all joint actions where this agent

I hope to change this into a more generic "strategy" action, that can then result in mixed-strategy nash equilibria, but right now, this is not the case.

If there are two equally valued strategies, they will be chosen randomly with even weight.

License

The MIT License (MIT) Copyright (c) 2013 Nicholas Wertzberger

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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A library implementing a generic "game engine" for use with "partially observable stochastic games"

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