A computationally efficient implementation of fictitious play in a distributed setting
A computationally efficient implementation of fictitious play in a distributed setting
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分布式环境中虚拟游戏的高效计算实现
DOI:
10.1109/eusipco.2015.7362542
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发表时间:
2015
期刊:
影响因子:
--
通讯作者:
J. Xavier
中科院分区:
文献类型:
--
作者:
Brian Swenson;S. Kar;J. Xavier
The paper deals with distributed learning of Nash equilibria in games with a large number of players. The classical fictitious play (FP) algorithm is impractical in large games due to demanding communication requirements and high computational complexity. A variant of FP is presented that aims to mitigate both issues. Complexity is mitigated by use of a computationally efficient Monte-Carlo based best response rule. Demanding communication problems are mitigated by implementing the algorithm in a network-based distributed setting, in which player-to-player communication is restricted to local subsets of neighboring players as determined by a (possibly sparse, but connected) preassigned communication graph. Results are demonstrated via a simulation example.