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
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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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
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UT code for WoS article
000912095000001
EID of the result in the Scopus database
2-s2.0-85144303060