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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Bayesian opponent modeling in adversarial game environments

Baker, Roderick James Samuel January 2010 (has links)
This thesis investigates the use of Bayesian analysis upon an opponent's behaviour in order to determine the desired goals or strategy used by a given adversary. A terrain analysis approach utilising the A* algorithm is investigated, where a probability distribution between discrete behaviours of an opponent relative to a set of possible goals is generated. The Bayesian analysis of agent behaviour accurately determines the intended goal of an opponent agent, even when the opponent's actions are altered randomly. The environment of Poker is introduced and abstracted for ease of analysis. Bayes' theorem is used to generate an effective opponent model, categorizing behaviour according to its similarity with known styles of opponent. The accuracy of Bayes' rule yields a notable improvement in the performance of an agent once an opponent's style is understood. A hybrid of the Bayesian style predictor and a neuroevolutionary approach is shown to lead to effective dynamic play, in comparison to agents that do not use an opponent model. The use of recurrence in evolved networks is also shown to improve the performance and generalizability of an agent in a multiplayer environment. These strategies are then employed in the full-scale environment of Texas Hold'em, where a betting round-based approach proves useful in determining and counteracting an opponent's play. It is shown that the use of opponent models, with the adaptive benefits of neuroevolution aid the performance of an agent, even when the behaviour of an opponent does not necessarily fit within the strict definitions of opponent 'style'.
2

[pt] MODELAGEM DE LEILÕES MULTIDIMENSIONAIS APLICADA A CONCESSÃO DE SERVIÇOS PÚBLICOS / [en] MODELING OF MULTIDIMENSIONAL AUCTIONS APPLIED TO PUBLIC SERVICE CONCESSIONS

LUISA RIBEIRO VON GLEHN NOBRE 10 August 2015 (has links)
[pt] Este trabalho propõe um modelo de implementação de um leilão bidimensional para concessões de serviços públicos. O desenho do leilão é feito pelo governo através de uma regra de pontuação quase-linear que valora o preço cobrado e o tempo para iniciar a prestação de serviços. Este modelo aplica-se ao conjunto de serviços públicos que geram grandes benefícios quando começam a ser prestado em uma data limite reduzida. Os potenciais compradores possuem informação privada sobre seus custos de produção e redução do tempo. A regra de pontuação reduz a dimensionalidade dos lances tornando-os unidimensionais para os participantes, o maior lance resulta em uma obrigação contratual ao vencedor. O modelo auxilia na elaboração do design do leilão de forma a maximizar as preferências do governo dado o comportamento estratégico dos compradores. / [en] In this thesis we propose a model for a two-dimensional auction of public service concession agreements. The government design of the auction involves an almost linear scoring rule that evaluates the price charged and the time to start providing the services. The model applies to the public services that improve social welfare by reducing the delivery time of services. Suppliers have private information about their costs and time reduction offer. The proposed scoring rule of each supplier reduces the dimensionality of the bids submitted to a single dimension. The winner is committed to his bid and obliges to provide the required services. The model assists in preparing the design of the auction in order to maximize the preferences of the government given to the strategic behavior of buyers.
3

Bayesian opponent modeling in adversarial game environments.

Baker, Roderick J.S. January 2010 (has links)
This thesis investigates the use of Bayesian analysis upon an opponent¿s behaviour in order to determine the desired goals or strategy used by a given adversary. A terrain analysis approach utilising the A* algorithm is investigated, where a probability distribution between discrete behaviours of an opponent relative to a set of possible goals is generated. The Bayesian analysis of agent behaviour accurately determines the intended goal of an opponent agent, even when the opponent¿s actions are altered randomly. The environment of Poker is introduced and abstracted for ease of analysis. Bayes¿ theorem is used to generate an effective opponent model, categorizing behaviour according to its similarity with known styles of opponent. The accuracy of Bayes¿ rule yields a notable improvement in the performance of an agent once an opponent¿s style is understood. A hybrid of the Bayesian style predictor and a neuroevolutionary approach is shown to lead to effective dynamic play, in comparison to agents that do not use an opponent model. The use of recurrence in evolved networks is also shown to improve the performance and generalizability of an agent in a multiplayer environment. These strategies are then employed in the full-scale environment of Texas Hold¿em, where a betting round-based approach proves useful in determining and counteracting an opponent¿s play. It is shown that the use of opponent models, with the adaptive benefits of neuroevolution aid the performance of an agent, even when the behaviour of an opponent does not necessarily fit within the strict definitions of opponent ¿style¿. / Engineering and Physical Sciences Research Council (EPSRC)
4

Hraní her a Deepstack / General Game Playing and Deepstack

Schlindenbuch, Hynek January 2019 (has links)
General game playing is an area of artificial intelligence which focuses on creating agents capable of playing many games from some class. The agents receive the rules just before the match and therefore cannot be specialized for each game. Deepstack is the first artificial intelligence to beat professional human players in heads-up no-limit Texas hold'em poker. While it is specialized for poker, at its core is a general algorithm for playing two-player zero-sum games with imperfect information - continual resolving. In this thesis we introduce a general version of continual resolving and compare its performance against Online Outcome Sampling Monte Carlo Counterfactual Regret Minimization in several games.
5

Asymmetric information games and cyber security

Jones, Malachi G. 13 January 2014 (has links)
A cyber-security problem is a conflict-resolution scenario that typically consists of a security system and at least two decision makers (e.g. attacker and defender) that can each have competing objectives. In this thesis, we are interested in cyber-security problems where one decision maker has superior or better information. Game theory is a well-established mathematical tool that can be used to analyze such problems and will be our tool of choice. In particular, we will formulate cyber-security problems as stochastic games with asymmetric information, where game-theoretic methods can then be applied to the problems to derive optimal policies for each decision maker. A severe limitation of considering optimal policies is that these policies are computationally prohibitive. We address the complexity issues by introducing methods, based on the ideas of model predictive control, to compute suboptimal polices. Specifically, we first prove that the methods generate suboptimal policies that have tight performance bounds. We then show that the suboptimal polices can be computed by solving a linear program online, and the complexity of the linear program remains constant with respect to the game length. Finally, we demonstrate how the suboptimal policy methods can be applied to cyber-security problems to reduce the computational complexity of forecasting cyber-attacks.
6

Řešení koncovek ve velkých hrách s neúplnou informací jako je např. Poker / Solving Endgames in Large Imperfect-Information Games such as Poker

Ha, Karel January 2016 (has links)
Title: Solving Endgames in Large Imperfect-Information Games such as Poker Author: Bc. Karel Ha Department: Department of Applied Mathematics Supervisor: doc. Mgr. Milan Hladík, Ph.D., Department of Applied Mathematics Abstract: Endgames have a distinctive role for players. At the late stage of games, many aspects are finally clearly defined, deeming exhaustive analysis tractable. Specialised endgame handling is rewarding for games with perfect information (e.g., Chess databases pre-computed for entire classes of endings, or dividing Go board into separate independent subgames). An appealing idea would be to extend this approach to imperfect-information games such as the famous Poker: play the early parts of the game, and once the subgame becomes feasible, calculate an ending solution. However, the problem is much more complex for imperfect information. Subgames need to be generalized to account for information sets. Unfortunately, such a generalization cannot be solved straightaway, as it does not generally preserve optimality. As a consequence, we may end up with a far more exploitable strategy. There are currently three techniques to deal with this challenge: (a) disregard the problem entirely; (b) use a decomposition technique, which sadly retains only the same quality; (c) or formalize improvements of...
7

Distributed Algorithms for Power Allocation Games on Gaussian Interference Channels

Krishnachaitanya, A January 2016 (has links) (PDF)
We consider a wireless communication system in which there are N transmitter-receiver pairs and each transmitter wants to communicate with its corresponding receiver. This is modelled as an interference channel. We propose power allocation algorithms for increasing the sum rate of two and three user interference channels. The channels experience fast fading and there is an average power constraint on each transmitter. In this case receivers use successive decoding under strong interference, instead of treating interference as noise all the time. Next, we u se game theoretic approach for power allocation where each receiver treats interference as noise. Each transmitter-receiver pair aims to maximize its long-term average transmission rate subject to an average power constraint. We formulate a stochastic game for this system in three different scenarios. First, we assume that each user knows all direct and crosslink channel gains. Next, we assume that each user knows channel gains of only the links that are incident on its receiver. Finally, we assume that each use r knows only its own direct link channel gain. In all cases, we formulate the problem of finding the Nash equilibrium(NE) as a variational in equality problem. For the game with complete channel knowledge, we present an algorithm to solve the VI and we provide weaker sufficient conditions for uniqueness of the NE than the sufficient conditions available in the literature. Later, we present a novel heuristic for solving the VI under general channel conditions. We also provide a distributed algorithm to compute Pare to optimal solutions for the proposed games. We use Bayesian learning that guarantees convergence to an Ɛ-Nash equilibrium for the incomplete information game with direct link channel gain knowledge only, that does not require knowledge of the power policies of other users but requires feedback of the interference power values from a receiver to its corresponding transmitter. Later, we consider a more practical scenario in which each transmitter transmits data at a certain rate using a power that depends on the channel gain to its receiver. If a receiver can successfully receive the message, it sends an acknowledgement(ACK), else it sends a negative ACK(NACK). Each user aims to maximize its probability of successful transmission. We formulate this problem as a stochastic game and propose a fully distributed learning algorithm to find a correlated equilibrium(CE). In addition, we use a no regret algorithm to find a coarse correlated equilibrium(CCE) for our power allocation game. We also propose a fully distributed learning algorithm to find a Pareto optimal solution. In general Pareto points do not guarantee fairness among the users. Therefore we also propose an algorithm to compute a Nash bargaining solution which is Pareto optimal and provides fairness among the users. Finally, we extend these results when each transmitter sends data at multiple rates rather than at a fixed rate.
8

Strategic Stochastic Coordination and Learning In Regular Network Games

Wei, Yi 19 May 2023 (has links)
Coordination is a desirable feature in many multi-agent systems, such as robotic, social and economic networks, allowing the execution of tasks that would be impossible by individual agents. This thesis addresses two problems in stochastic coordination where each agent make decisions strategically, taking into account the decisions of its neighbors over a regular network. In the first problem, we study the coordination in a team of strategic agents choosing to undertake one of the multiple tasks. We adopt a stochastic framework where the agents decide between two distinct tasks whose difficulty is randomly distributed and partially observed. We show that a Nash equilibrium with a simple and intuitive linear structure exists for textit{diffuse} prior distributions on the task difficulties. Additionally, we show that the best response of any agent to an affine strategy profile can be nonlinear when the prior distribution is not diffuse. Then, we state an algorithm that allows us to efficiently compute a data-driven Nash equilibrium within the class of affine policies. In the second problem, we assume that the payoff structure of the coordination game corresponds to a single task allocation scenario whose difficulty is perfectly observed. Since there are multiple Nash equilibria in this game, the agents must use a distributed stochastic algorithm know as textit{log linear learning} to play it multiple times. First, we show that this networked coordination game is a potential game. Moreover, we establish that for regular networks, the convergence to a Nash equilibrium depends on the ratio between the task-difficulty parameter and the connectivity degree according to a threshold rule. We investigate via simulations the interplay between rationality and the degree of connectivity of the network. Our results show counter-intuitive behaviors such as the existence of regimes in which agents in a network with larger connectivity require less rational agents to converge to the Nash equilibrium with high probability. Simultaneously, we examined the characteristics of both regular graphical coordination games and non-regular graphical games using this particular bi-matrix game model. / Master of Science / This thesis focuses on addressing two problems in stochastic coordination among strategic agents in multi-agent systems, such as robotic, social, and economic networks. The first problem studies the coordination among agents when they need to choose between multiple tasks whose difficulties are randomly distributed and partially observed. The thesis shows the existence of a Nash equilibrium with a linear structure for certain prior distributions, and presents an algorithm to efficiently compute a data-driven Nash equilibrium within a specific class of policies. The second problem assumes a single task allocation scenario, whose difficulty is perfectly observed, and investigates the use of a distributed stochastic algorithm known as log-linear learning to converge to a Nash equilibrium. The thesis shows that the convergence to a Nash equilibrium depends on the task-difficulty parameter and the connectivity degree of the network, and explores the influence of rationality of the agents and the connectivity of the network on the learning process. Overall, the thesis provides insights into the challenges and opportunities in achieving coordination among strategic agents in multi-agent systems.
9

Υπολογιστικά ζητήματα σε στρατηγικά παίγνια και διαδικασίες κοινωνικής επιλογής / Computational aspects in strategic games and social choice procedures

Κυροπούλου, Μαρία 10 June 2014 (has links)
Στην παρούσα διατριβή μελετάμε αγορές δημοπρασιών και εξετάζουμε διάφορες ιδιότητές τους καθώς και τον τρόπο που αυτές επηρεάζονται από τον τρόπο που συμπεριφέρονται και δρουν οι συμμετέχοντες. Η έννοια δημοπρασία αναφέρεται σε κάθε μηχανισμό, ή σύνολο κανόνων, που διέπει μια διαδικασία ανάθεσης αγαθών. Τέτοιοι μηχανισμοί είναι επιρρεπείς σε στρατηγικούς χειρισμούς (χειραγώγηση) από τους συμμετέχοντες, γεγονός που δικαιολογεί την έμφυτη δυσκολία στον σχεδιασμό τους. Σκοπός αυτής της εργασίας είναι η μελέτη σε θεωρητικό επίπεδο των ιδιοτήτων μηχανισμών δημοπρασίας έτσι ώστε να είμαστε σε θέση να προβλέψουμε, να εξηγήσουμε, ακόμα και να τροποποιήσουμε την απόδοσή τους στην πράξη. Εστιάζουμε την προσοχή μας σε δημοπρασίες χρηματοδοτούμενης αναζήτησης, οι οποίες αποτελούν την επικρατέστερη διαδικασία για την προβολή διαφημίσεων στο Διαδίκτυο. Υιοθετούμε παιγνιοθεωρητική προσέγγιση και υπολογίζουμε το Τίμημα της Αναρχίας για να φράξουμε την απώλεια αποδοτικότητας εξαιτίας της στρατηγικής συμπεριφοράς των παιχτών. Επίσης, αποδεικνύουμε εγγυήσεις εσόδων για να φράξουμε την απώλεια των εσόδων του μηχανισμού δημοπρασίας GSP (γενικευμένος μηχανισμός δεύτερης τιμής) σε αυτό το πλαίσιο. Για την ακρίβεια, ορίζουμε παραλλαγές του μηχανισμού δημοπρασίας GSP που δίνουν καλές εγγυήσεις εσόδων. Στη συνέχεια εξετάζουμε το πρόβλημα του σχεδιασμού της βέλτιστης δημοπρασίας ενός αντικειμένου. Αποδεικνύουμε ένα υπολογίσιμο φράγμα δυσκολίας στην προσέγγιση για την περίπτωση με τρεις παίχτες. Επίσης, αποδεικνύουμε ότι υπάρχει αξιοσημείωτη διαφορά ανάμεσα στα έσοδα που προκύπτουν από ντετερμινιστικούς φιλαλήθεις μηχανισμούς και πιθανοτικούς μηχανισμούς που είναι φιλαλήθεις κατά μέσο όρο. / In this dissertation we consider auction markets and examine their properties and how these are affected by the way the participants act. An auction may refer to any mechanism or set of rules governing a resource allocation process. Designing such a mechanism is not an easy task and this is partly due to their vulnerability to strategic manipulation by the participants. Our goal is to examine the theoretical properties of auction mechanisms in order to predict, explain, or even adjust their behavior in practice in terms of some desired features. We focus on sponsored search auctions, which constitute the leading procedure in Internet advertising. We adopt a game-theoretic approach and provide Price of Anarchy bounds in order to measure the efficiency loss due to the strategic behavior of the players. Moreover, we prove revenue guarantees to bound the suboptimality of GSP (generalized second price mechanism) in that respect. Ιn particular, we define variants of the GSP auction mechanism that yield good revenue guarantees. We also consider the problem of designing an optimal auction in the single-item setting. We prove a strong APX-hardness result that applies to the 3-player case. We furthermore give a separation result between the revenue of deterministic and randomized optimal auctions.

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