Learning to Play General-Sum Games against Multiple Boundedly Rational Agents
Eric Zhao, Alexander R. Trott, Caiming Xiong, Stephan Zheng
摘要
We study the problem of training a principal in a multi-agent general-sum game using reinforcement learning (RL). Learning a robust principal policy requires anticipating the worst possible strategic responses of other agents, which is generally NP-hard. However, we show that no-regret dynamics can identify these worst-case responses in poly-time in smooth games. We propose a framework that uses this policy evaluation method for efficiently learning a robust principal policy using RL. This framework can be extended to provide robustness to boundedly rational agents too. Our motivating application is automated mechanism design: we empirically demonstrate our framework learns robust mechanisms in both matrix games and complex spatiotemporal games 1 . In particular, we learn a dynamic tax policy that improves the welfare of a simulated trade-and-barter economy by 15%, even when facing previously unseen boundedly rational RL taxpayers. We study the problem of learning a principal policy in a general-sum game against boundedly rational agents. Learning a robust principal policy requires us to anticipate how these agents may respond to our policy choices, and entails two important challenges (Figure 1 ). First, the policies we choose induce a sub-game between the other agents, a subgame which may have infinite equilibria. The policy we choose should perform well regardless of which equilibria the agents respond with. Second, principal policies that perform well against rational agents may not generalize to boundedly rational agents, even if they are only infinitesimally irrational (Pita et al. 2010) . Our policy should perform well even if agents act boundedly rational. We introduce a framework for the reinforcement learning of robust principal policies that address these two challenges. This framework evaluates a potential policy by identifying the worst-case coarse-correlated equilibrium (CCE) of the subgame the policy induces. Although identifying worst-case CCE is generally computationally intractable (Papadimitriou and Roughgarden 2008; Barman and Ligett 2015), we prove that worst-case CCE can efficiently learned in smooth games.
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