TY - GEN
T1 - Learning graphical game models
AU - Duong, Quang
AU - Vorobeychik, Yevgeniy
AU - Singh, Satinder
AU - Wellman, Michael P.
PY - 2009
Y1 - 2009
N2 - Graphical games provide compact representation of a multiagent interaction when agents' payoffs depend only on actions of agents in their local neighborhood. We formally describe the problem of learning a graphical game model from limited observation of the payoff function, define three performance metrics for evaluating learned games, and investigate several learning algorithms based on minimizing empirical loss. Our first algorithm is a branch-and-bound search, which takes advantage of the structure of the empirical loss function to derive upper and lower bounds on loss at every node of the search tree. We also examine a greedy heuristic and local search algorithms. Our experiments with directed graphical games show that (i) when only a small sample of profile payoffs is available, branch-and-bound significantly out-performs other methods, and has competitive running time, but (ii) when many profiles are observed, greedy is nearly optimal and considerably better than other methods, at a fraction of branch-and-bound's running time. The results are comparable for undirected graphical games and when payoffs are sampled with noise.
AB - Graphical games provide compact representation of a multiagent interaction when agents' payoffs depend only on actions of agents in their local neighborhood. We formally describe the problem of learning a graphical game model from limited observation of the payoff function, define three performance metrics for evaluating learned games, and investigate several learning algorithms based on minimizing empirical loss. Our first algorithm is a branch-and-bound search, which takes advantage of the structure of the empirical loss function to derive upper and lower bounds on loss at every node of the search tree. We also examine a greedy heuristic and local search algorithms. Our experiments with directed graphical games show that (i) when only a small sample of profile payoffs is available, branch-and-bound significantly out-performs other methods, and has competitive running time, but (ii) when many profiles are observed, greedy is nearly optimal and considerably better than other methods, at a fraction of branch-and-bound's running time. The results are comparable for undirected graphical games and when payoffs are sampled with noise.
UR - https://www.scopus.com/pages/publications/78751691593
M3 - Conference contribution
AN - SCOPUS:78751691593
SN - 9781577354260
T3 - IJCAI International Joint Conference on Artificial Intelligence
SP - 116
EP - 121
BT - IJCAI-09 - Proceedings of the 21st International Joint Conference on Artificial Intelligence
PB - International Joint Conferences on Artificial Intelligence
T2 - 21st International Joint Conference on Artificial Intelligence, IJCAI 2009
Y2 - 11 July 2009 through 16 July 2009
ER -