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Solving zero-sum one-sided partially observable stochastic games

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F23%3A00364587" target="_blank" >RIV/68407700:21230/23:00364587 - isvavai.cz</a>

  • Result on the web

    <a href="https://doi.org/10.1016/j.artint.2022.103838" target="_blank" >https://doi.org/10.1016/j.artint.2022.103838</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1016/j.artint.2022.103838" target="_blank" >10.1016/j.artint.2022.103838</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Solving zero-sum one-sided partially observable stochastic games

  • Original language description

    Many real-world situations are dynamic, with long-term interactions between multiple agents with uncertainty and limited observations. The agents must reason about which actions to take while also predicting and learning about what actions the other agents will take and how their choices will interact. In the most general setting, there is no limitation on the length of the sequence of actions the agent can perform - that is, there is no fixed horizon that can be used as an endpoint for analysis. These settings can be modeled as partially observable stochastic games (POSGs). Many adversarial domains (e.g., security settings) can be modeled as strictly competitive (or zero-sum) variants of these games. While these models are capable of modeling a wide variety of realistic problems, solving general POSGs is computationally intractable, so we focus on a broad subclass of POSGs called one-sided POSGs. In these games, only one agent has imperfect information while their opponent has full knowledge of the current situation. We provide a complete approach for solving zero-sum, one-sided POSGs: we (1) give a theoretical analysis of one-sided POSGs and their value functions, (2) show that a variant of a value-iteration algorithm converges in this setting, (3) adapt the heuristic search value-iteration algorithm for solving one-sided POSGs, (4) describe how to use approximate value functions to derive strategies in the game, and (5) experimentally demonstrate that our algorithm can solve one-sided POSGs of non-trivial sizes and analyze the scalability of our algorithm in three different domains: pursuit-evasion, patrolling, and search games.(c) 2022 Elsevier B.V. All rights reserved.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

    Result was created during the realization of more than one project. More information in the Projects tab.

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Others

  • Publication year

    2023

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Artificial Intelligence

  • ISSN

    0004-3702

  • e-ISSN

    1872-7921

  • Volume of the periodical

    316

  • Issue of the periodical within the volume

    103838

  • Country of publishing house

    GB - UNITED KINGDOM

  • Number of pages

    47

  • Pages from-to

  • UT code for WoS article

    000912095000001

  • EID of the result in the Scopus database

    2-s2.0-85144303060