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Title: Structured Models for MultiAgent Interactions


1
Structured Models forMulti-Agent Interactions
  • Daphne Koller
  • Stanford University

Joint work with Brian Milch, U.C. Berkeley
2
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 wouldnt 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

3
Representations of Games
strategies of player II
strategies of player I
  • 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

4
Representation Inference
Minimax linear program for two-player zero-sum
games Applied to abstract 2-player poker Koller
Pfeffer
solution time (sec)
size of tree
Romanovskii, 1962 Koller, Megiddo von
Stengel, 1994
5
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

6
Outline
  • Probabilistic Reasoning Bayesian networks
  • Pearl, Jensen,
  • Influence Diagrams
  • Strategic Relevance
  • Exploiting Structure for Solving Games

7
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.

8
Bayesian Network
P(A B,E) a function Val(B,E) ? ?(Val(A))
Earthquake
Burglary
Alarm
Newscast
PhoneCall
nodes random variables edges direct
probabilistic influence
Network structure encodes conditional
independencies Phone-Call is independent
of Burglary given Alarm
9
BN Semantics Probability Model
qualitative BN structure
local probability models
full joint distribution over domain

  • Compact natural representation
  • nodes have ? k parents ?? 2kn vs. 2n parameters
  • parameters natural and easy to elicit.

10
BN Semantics Independencies
  • The graph structure of the BN implies a set of
    conditional independence assumptions
  • satisfied by every distribution over this graph

Burglary and Earthquake independent
Burglary and Call independent given Alarm
Newscast and Alarm independent given Earthquake
11
BN Semantics Dependencies
  • BN structure also specifies potential
    dependencies
  • those that might hold for some distribution over
    graph
  • Burglary and Earthquake dependent given Alarm

12
Active paths
A
A
B, C can be dependent
B, C are independent given A
C
B
B, C can be dependent given A,D
D
D
  • Probabilistic influence flows along active
    paths
  • d-separation if there is no active path

Simple linear-time algorithm for testing
conditional independence using only graphical
structure
  • Sound d-separation ? independence for all P
  • Complete no d-separation ? dependence for almost
    all P

13
CPCS
? 21000 states
14
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

15
Outline
  • Probabilistic Reasoning Bayesian networks
  • Influence Diagrams
  • Howard, Shachter, Jensen,
  • Strategic Relevance
  • Exploiting Structure for Solving Games

16
Example The Tree Killer
  • Alice wants a patio, but the benefit outweighs
    the cost only if she gets an ocean view
  • Bobs 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

17
Standard Representation Game Tree
Poison Tree?
Tree Sick?
Call Tree Doctor?
Build Patio?
Tree Dead?
5 levels 25 32 terminal nodes
18
Multi-Agent Influence Diagrams (MAIDs)
Influence diagram representation easily extended
to multiple agents
Tree Doctor
Spike Tree
Build Patio
TreeSick
Cost
View
TreeDead
Tree killer example
Tree
19
MAIDs ? Trees
  • Same idea as for single-agent Ids
  • Information is different for different agents

20
Decision Nodes
  • Incoming edges are information edges
  • variables whose values the agent knows when
    deciding
  • agents 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

Spike Tree
TreeSick
Tree Doctor
Build Patio
21
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

22
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

23
Readability
P1 Hand
P2 Hand
Bet
Bet
Bet
Flop Cards
Bet
Bet
Bet
Card 4
Bet
Bet
Bet
24
Compactness
Suitability 1W
Suitability 1E
Util 1W
Building 1E
Building 1W
Util 1E
Suitability 2W
Suitability 2E
Util 2W
Building 2W
Building 2E
Util 2E
Suitability 3W
Suitability 3E
Util 3W
Building 3W
Building 3E
Road example
Util 3E
25
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 273
  • 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
26
Outline
  • Probabilistic Reasoning Bayesian networks
  • Influence Diagrams
  • Strategic Relevance
  • Exploiting Structure for Solving Games

27
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 ?

28
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?

29
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

30
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
31
Examples I Information
32
Examples II Simple Card Game
Deal
Bet1
Bet2
  • 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

Decision D can require D even if D is
observed at D !
33
Examples III Decoupled Utilities
Deal
Bet1
Bet1
Bet2
Bet2
U
U
  • 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

34
Examples IV Tree Killer
Poison Tree
Tree Doctor
Poison Tree
Build Patio
TreeSick
Cost
View
TreeDead
Tree
35
s-Reachability
given
D relies on D (D relevant to D)
D
D
D
CPD of D influences P(U D,Pa(D))
exists
U
U
  • 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).

36
s-Reachability
Nodes that D relies on are the nodes that are
s-reachable from D.
Theorem s-reachability is sound complete for
strategic relevance
  • 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
37
Outline
  • Probabilistic Reasoning Bayesian networks
  • Influence Diagrams
  • Strategic Relevance
  • Exploiting Structure for Solving Games

38
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 doesnt care about D
  • Can optimize decision rule at D without knowing
    decision rule at D
  • Having optimized D , can optimize D

39
Generalized Backward Induction
  • Idea 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

40
Finding Equilibria Acyclic Relevance Graphs

D1
D2
Dn
Dn-1
Dn-1
Dn
  • 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!
  • We can now set ? as CPD for Dn
  • And continue by optimizing Dn-1

41
Generalized Backward Induction
  • 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) ?

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
42
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
43
Cyclic Relevance Graphs
Question 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

44
Generalized Backward Induction
  • Given 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
45
Road Relevance Graph
1W
1E
2W
2E
3W
3E
Note Reduced games over SCCs are not subgames!
46
Experiment Road Example
Reminder, for n4 Tree size 6561 nodes
Matrix size 4.7?1027
For n40 Tree size 1.47 ?1038 nodes
47
Cutting Cycles
D
  • 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
  • May need to instantiate several decision nodes to
    cut cycle
  • Can deal with each SCC separately

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
48
Irrelevant Information
What if B can observe As decision
completely irrelevant to him
Cost
Resource
B Sales
A Sales
Commission
Commission
Sales-A
Sales-B
Revenue
  • 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!

49
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

50
Future Work
  • Take advantage of structure within SCCs
  • Represent asymmetric scenarios compactly
  • Detect irrelevant observations

51
Computational Game Theory
Game theory Past
Game theory Future
  • 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

52
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?

53
http//robotics.stanford.edu/koller koller_at_cs.st
anford.edu
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