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:
2015 23rd European Signal Processing Conference (EUSIPCO)
影响因子:
--
通讯作者:
J. Xavier
J. Xavier
中科院分区:
--
文献类型:
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作者:
Brian Swenson;S. Kar;J. Xavier

文献摘要

被引文献

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本文研究了多人博弈中纳什均衡的分布式学习问题。经典的虚拟游戏(FP)算法是不切实际的大型游戏,由于苛刻的通信要求和高计算复杂度。FP的一个变体,旨在减轻这两个问题。通过使用计算效率高的基于蒙特-卡罗的最佳响应规则来减轻复杂性。通过在基于网络的分布式设置中实现该算法来缓解苛刻的通信问题,其中玩家对玩家的通信被限制在由(可能是稀疏的,但连接的)预先分配的通信图确定的相邻玩家的局部子集。通过一个仿真例子证明了结果。
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.