structured models for multi-agent interactions daphne koller stanford university joint work with...
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Structured Models forMulti-Agent Interactions
Daphne KollerStanford University
Joint work with Brian Milch, U.C. Berkeley
Scaling Up• Question:
– Modeling and solving small games is already hard– How can we scale up to larger ones?
• Answer:– Real-world situations have a lot of structure– Otherwise people wouldn’t be able to handle them
• Goal: construct– languages based on structured representations,
allowing compact models of complex situations– algorithms that exploit this structure to support
effective reasoning
Representations of Games
• Normal form– basic units: strategies– game representation loses
all structure– matrix size exponentially
larger than game tree
• Extensive form– basic units: events– game structure explicitly
encodes time, information– game tree size can still be
very large
strategies of player II
stra
tegi
es o
f pl
ayer
I
Representation & Inferenceso
lutio
n tim
e (s
ec)
size of tree
0
5
10
15
20
25
30
0 5000 10000 15000 20000
Normal form
Sequence form
Minimax linear program for two-player zero-sum gamesApplied to abstract 2-player poker [Koller + Pfeffer]
[Romanovskii, 1962; Koller, Megiddo & von Stengel, 1994]
MAID Representation
• MAID form– basic units: variables & dependencies between them– game structure explicitly encodes time, information, independence– can be exponentially smaller than game tree– game structure supports new forms of decomposition & backward
inductions• solving can be exponentially more efficient than extensive form
Sales-A
B SalesStrategy
Cost
Commission
ResourceAllocation
Sales-B
A SalesStrategy
Commission
Revenue
Outline
Probabilistic Reasoning: Bayesian networks[Pearl, Jensen, …]
Influence Diagrams
Strategic Relevance
Exploiting Structure for Solving Games
Probability Distributions
• Probabilistic model (e.g., a la Savage):– set of possible states in which the world can be;– probability distribution over this space.
• State: assignment of values to variables– diseases, symptoms, predisposing factors, …
• Problem:– n variables 2n states (or more);– representing the joint distribution is infeasible.
P(A | B,E)a function
Val(B,E) (Val(A))
Bayesian Network
nodes = random variablesedges = direct probabilistic influence
Network structure encodes conditional independencies: Phone-Call is independent of Burglary given Alarm
PhoneCall Newscast
EarthquakeBurglary0.8 0.2
b
e
b
0.6 0.4
0.01 0.99
0.2 0.8
eb
e
e
b
EB P(A | B, E)
Alarm
BN Semantics: Probability Model
• Compact & natural representation:– nodes have k parents 2kn vs. 2n parameters– parameters natural and easy to elicit.
qualitativeBN structure
+local
probabilitymodels
full jointdistribution
over domain=
e)|nP(a)|P(ce),b|P(aP(e))bP()nc,a,e,,bP(
C
A
N
EB
BN Semantics: Independencies• The graph structure of the BN implies a set of
conditional independence assumptions– satisfied by every distribution over this graph
C
A
N
EB
Burglary and Call independent given AlarmNewscast and Alarm independent given
Earthquake
Burglary and Earthquake independent
C
A
N
EB
C
A
N
EB
C
A
N
EB
BN Semantics: Dependencies• BN structure also specifies potential dependencies
– those that might hold for some distribution over graph
C
A
N
EB
• Burglary and Earthquake dependent given Alarm
C
A
N
EB
Active paths
C
A
D
B
• Probabilistic influence “flows” along “active” paths• “d-separation” if there is no active path
B, C can be dependent
B, C are independentgiven A
B, C can be dependentgiven A,D
A
D
Simple linear-time algorithm for testing conditionalSimple linear-time algorithm for testing conditionalindependence using only graphical structure:independence using only graphical structure:
• Sound: d-separation independence for all P
• Complete: no d-separation dependence for almost all P
CPCS
21000 states
Bayesian Networks• Explicit representation of domain structure
• Cognitively intuitive compact models of complex domains
• Same model allows relevant probabilities to be computed in any evidence state
• Algorithms that exploit structure for effective inference even in very large models
Outline
Probabilistic Reasoning: Bayesian networks
Influence Diagrams[Howard, Shachter, Jensen, …]
Strategic Relevance
Exploiting Structure for Solving Games
Example: The Tree Killer
• Alice wants a patio, but the benefit outweighs the cost only if she gets an ocean view
• Bob’s tree blocks her view• Alice chooses whether to poison the tree• Tree may become sick• Bob chooses whether to call a tree doctor
– Alice can see whether tree doctor comes
• Alice chooses whether to build her patio• Tree may die when winter comes
Standard Representation: Game Tree
Poison Tree?
Tree Sick?
Call Tree Doctor?
Build Patio?
Tree Dead?
5 levels; 25 = 32 terminal nodes
Multi-Agent Influence Diagrams (MAIDs)
TreeSick
TreeDoctor
View
Cost
SpikeTree
BuildPatio
TreeDead
Tree
Influence diagram representation easily extended to multiple agents
“Tree killer”example
Decision Nodes
• Incoming edges are information edges– variables whose values the agent knows when deciding– agent’s strategy can depend on values of parents
• Each parent instantiation– u Val(Parents(D))
is an information set• Perfect recall: if D1 precedes D2
– at D2 agent remembers:• his decision at D1
• everything he knew at D1
– formally: {D1,Parents(D1)} Parents(D2)– usually perfect recall edges are implicit, not drawn
TreeSick
TreeDoctor
SpikeTree
BuildPatio
Strategies
• Strategy at D:– A pure (deterministic) strategy specifies an action at D for
every information set u – A behavior strategy specifies a distribution over actions
for every u
• Strategy specifies distribution P(D | Parents(D))– turns a decision node into a chance node– information parents play exactly the same role as parents
of chance node
MAID Semantics• MAID M defines a set of possible strategy profiles• M plus any strategy profile defines a BN M[]
– Each decision node D becomes a chance node, with [D] as its CPD
• M[] defines a probability distribution, from which we can derive an expected utility for each agent:
• Thus, a MAID defines a mapping from strategy profiles to expected utility vectors
aU UValu
Ma uuUPEUU )(
][ )()(
ReadabilityP1 Hand P2 Hand
Bet
Flop Cards
BetBet
BetBet
Card 4
Bet
Bet
Bet
U
Bet
CompactnessSuitability
1W
Building1E
Building1W
Suitability 1E
Suitability 2W
Building2E
Building2W
Suitability 2E
Suitability 3W
Building3E
Building3W
Suitability 3E
Util 1E
Util 2W
Util 2E
Util 1W
Util 3W
Util 3E“Road”
example
Compactness• Assume all variables have three values• Each decision node observes three variables• Number of information sets per agent: 33 = 27
• Size of MAID: – n chance nodes of “size” 3– n decision nodes of “size” 27·3
• Size of game tree: – 2n splits, each over three values
• Size of normal (matrix) form:– n players, each with 327 pure strategies
54n
32n
(327)n
Outline
Probabilistic Reasoning: Bayesian networks
Influence Diagrams
Strategic Relevance
Exploiting Structure for Solving Games
Optimality and Equilibrium
• Let E be a subset of Da, and let be a partial strategy over E
• Is the best partial strategy for agent a to adopt?– Depends on decision rules for other decision nodes
is optimal for a strategy profile if for all partial strategies ’ over E :
• A strategy profile is a Nash equilibrium if for every agent a, Da
is optimal for
)',(),( EE aa EUEU
MAIDs and Games
• A MAID is equivalent to a game tree: it defines a mapping from strategy profiles to payoff vectors
• Finding equilibria in the MAID is equivalent to finding equilibria in the game tree
• One way to find equilibrium in MAID: – construct the game tree– solve the game
Incurs exponential blowup in representation size
• Question: can we find equilibria in a MAID directly?
Local Optimization
• Consider finding a decision rule for a single decision node D that is optimal for
• For each instantiation pa of Pa(D), must find P* that maximizes:
• Some decision rules in may not affect this maximization problem
)( )(
][* ),|()|(
DVald U UValuM
a
upaduUPpadPU
Strategic Relevance
• Intuitively, D relies on D’ if we need to know the decision rule for D’ in order to determine the optimal decision rule for D.
• We define a relevance graph, with:– a node for each decision– an edge from D to D’ if D relies on D’
D
D’
Examples I: Information
D
D’
D
D’
U
don’tcare
U
D
D’
D
D’
perfectenough
U
D
D’
D
D’
perfectinfo
U
D
D’
D
D’
simultaneousmove
U
Examples II: Simple Card Game
Bet2 relies on Bet1 even though Bet2 observes Bet1
– Bet2 can depend on Deal
– Deal influences U
– Need probability model of Bet2 to derive posterior on Deal and compute expectation over U
Bet1
Bet2
Decision D can require D’ even if D’ is observed at D !
Bet1
Bet2
Deal
U
Examples III: Decoupled Utilities
Bet2 relies on Bet1 even without influence on utility
– Bet2 can depend on Deal
– Deal influences U
– Need probability model of Bet2 to derive posterior on Deal and compute expectation over U
Bet1
Bet2
Bet1
Bet2
Deal
U U
Examples IV: Tree Killer
PoisonTree
BuildPatio
TreeDoctor
TreeSick
TreeDoctor
View
Cost
PoisonTree
BuildPatio
TreeDead
Tree
s-Reachability
• D’ is s-reachable from D if there is some among the descendants of D, such that if a new parent were added to D, there would be an active path from to U given D and Pa(D).
D
U
D
U
given
existsCPD of D’ influences P(U | D,Pa(D))
D relies on D’(D’ relevant to D)
D’
'̂D
'̂D'̂D
s-Reachability
Theorem: s-reachability is sound & complete for strategic relevance
Nodes that D relies on are the nodes that are s-reachable from D.
• Sound: no s-reachability strategic irrelevance P,U• Complete: s-reachability relevance for some P,U
Theorem: Can build the relevance graph in quadratic time using only structure of MAID
Outline
Probabilistic Reasoning: Bayesian networks
Influence Diagrams
Strategic Relevance
Exploiting Structure for Solving Games
Intuition: Backward Induction• D’ observes D• Can optimize decision rule at D’
without knowing decision rule at D• Having optimized D, can optimize D’
• D doesn’t care about D’ • Can optimize decision rule at D
without knowing decision rule at D’ • Having optimized D’ , can optimize
D
D
D’
D
D’
U
U
D
D’
D
D’
U
Generalized Backward InductionIdea:Idea: Solve decisions by order of relevance graph Solve decisions by order of relevance graph
Generalized Backward Induction:• Choose decision node D that relies on no other• Find optimal strategy for D by maximizing its
local expected utility• Replace D by chance node
D
D’
D
D’
U
UD
D’
D
D’
U
Finding Equilibria: Acyclic Relevance Graphs
• Choose any strategy profile for D1,…,Dn-1
• Derive decision rule for Dn that is optimal for • Node Dn does not rely on preceding ones
is optimal for any other strategy profile as well!
D1 D2 DnDn-1…D1 D2 Dn-1Dn-1
• We can now set as CPD for Dn
• And continue by optimizing Dn-1
Dn
Generalized Backward Induction
Theorem: If the relevance graph of a MAID is acyclic, it can be solved by generalized backward induction, and the result is a pure-strategy Nash equilibrium
• Given topological sort D1,…,Dn of relevance graph:
• Begin with arbitrary fully mixed strategy profile • For i = n down to 1:
– Find decision rule for Di that is optimal for • Decision rules at previous decisions fixed earlier
• Decision rules at subsequent decisions irrelevant
– Let (Di) =
When is the Relevance Graph Acyclic?
• Single-agent influence diagrams with perfect recall
• Multi-agent games with perfect information
• Some games with imperfect information– e.g., Tree Killer example
But in many MAIDs the relevance graph has cycles…
Cyclic Relevance GraphsQuestion:Question: What if the relevance graph is cyclic? What if the relevance graph is cyclic?
• Strongly connected component (SCC): – maximal subgraph s.t. directed path between every
pair of nodes
• The decisions in each SCC require each other– They must be optimized together
• Different SCCs can be solved separately
Generalized Backward InductionGiven topological sort C1,…,Cm of SCCs in relevance
graph:• Begin with arbitrary fully mixed strategy profile • For i = m down to 1:
– Construct reduced MAID M[-Ci]
• Strategies for previous SCCs selected before• Strategies for subsequent SCCs irrelevant
– Create game tree for M[-Ci]
– Use game solver to find equilibrium strategy profile for Ci in this reduced game
– Let (Ci) = Theorem: If find equilibrium for each SCC, the result
is equilibrium for whole game
“Road” Relevance Graph
1W 1E
2W 2E
3W 3E
Note: Reduced games over SCCs are not subgames!
Experiment: “Road” Example
Reminder, for n=4: Tree size: 6561 nodes Matrix size: 4.71027
Running Time of Backward Induction Algorithm
0
100
200
300
400
500
600
0 10 20 30 40
Number of Plots of Land
Tim
e (s
eco
nd
s)
For n=40: Tree size: 1.47 1038 nodes
Cutting Cycles
• Idea: enumerate possible values d for some decision D– Once we determine D, residual MAID has acyclic relevance graph– Solve residual MAID using generalized backward induction– Check whether combined strategy with d is an equilibrium
Theorem: Can find all pure strategy equilibria in time linear in # of SCCs, exponential in max # of decisions required to cut all loops in component
• May need to instantiate several decision nodes to cut cycle• Can deal with each SCC separately
D
Irrelevant Information
Sales-A
B Sales
Cost
Commission
Resource
Sales-B
A Sales
Commission
Revenue
What if B can observe A’s decisioncompletely irrelevant to him
• We can automatically– analyze relevance based on graph structure – eliminate irrelevant information edges
• In associated tree, safe merging of information sets• Leads to exponential decrease in # of decisions to
optimize in influence diagram!
Related Work
• Suryadi and Gmytrasiewicz (1999) use multi-agent influence diagrams, but with recursive modeling
• Milch and Koller (2000) use the MAID representation described here, but have no algorithm for finding equilibria
• Nilsson and Lauritzen (2000) discuss limited memory influence diagrams (LIMIDs) and derive s-reachability, but do not apply it to multi-agent case
• La Mura (2000) proposes game networks, with an undirected notion of strategic dependence
Future Work
• Take advantage of structure within SCCs
• Represent asymmetric scenarios compactly
• Detect irrelevant observations
Computational Game Theory
• Expert analysis of:– “Prototypical” examples
that highlight key issues – Abstracted problems for
big organizations
• Autonomous agents interacting economically
• Decision support systems for consumers
• Complex problems:– many relevant variables– interacting decisions
• Simplified examples– small enough to be
analyzed by hand
Game theory: Past Game theory: Future
Goals: Make game theory• a broadly usable tool even for lay people• a formal basis for interacting autonomous agentsby allowing real-world games to be easily representedand solved.
Conclusions• Multi-agent influence diagrams:
– compact intuitive language for multi-agent interactions– basic units: variables rather than strategies or events
• MAIDs make explicit structure that is lost in game trees
• Can exploit structure to find equilibria efficiently – sometimes exponentially faster than existing algorithms
• Exciting question: What else does structure buy us?
http://robotics.stanford.edu/~koller