Planning Against Adversary in Zero-Sum Games: Heuristics for Selecting and Ordering Critical Actions
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F20%3A00341727" target="_blank" >RIV/68407700:21230/20:00341727 - isvavai.cz</a>
Výsledek na webu
<a href="https://aaai.org/ocs/index.php/SOCS/SOCS20/paper/view/18514" target="_blank" >https://aaai.org/ocs/index.php/SOCS/SOCS20/paper/view/18514</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Planning Against Adversary in Zero-Sum Games: Heuristics for Selecting and Ordering Critical Actions
Popis výsledku v původním jazyce
Effective and efficient reasoning in adversarial environments is important for many real-world applications ranging from cybersecurity to military operations. Deliberative reasoning techniques, such as Automated Planning, often restrict to static environments where only an agent can make changes by its actions. On the other hand, such techniques are effective and can generate non-trivial solutions. To explicitly reason in environments with an active adversary such as zero-sum games, the game-theoretic framework such as the Double Oracle algorithm can be leveraged. In this paper, we leverage the notions of critical and adversary actions, where critical actions should be applied before the adversary ones. We propose heuristics that provide a guidance for planners about what (critical) actions and in which order have to be applied in a good plan. We empirically evaluate our approach in terms of quality of generated strategies (by leveraging Double Oracle) and CPU time required to generated such strategies.
Název v anglickém jazyce
Planning Against Adversary in Zero-Sum Games: Heuristics for Selecting and Ordering Critical Actions
Popis výsledku anglicky
Effective and efficient reasoning in adversarial environments is important for many real-world applications ranging from cybersecurity to military operations. Deliberative reasoning techniques, such as Automated Planning, often restrict to static environments where only an agent can make changes by its actions. On the other hand, such techniques are effective and can generate non-trivial solutions. To explicitly reason in environments with an active adversary such as zero-sum games, the game-theoretic framework such as the Double Oracle algorithm can be leveraged. In this paper, we leverage the notions of critical and adversary actions, where critical actions should be applied before the adversary ones. We propose heuristics that provide a guidance for planners about what (critical) actions and in which order have to be applied in a good plan. We empirically evaluate our approach in terms of quality of generated strategies (by leveraging Double Oracle) and CPU time required to generated such strategies.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
Výsledek vznikl pri realizaci vícero projektů. Více informací v záložce Projekty.
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2020
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of the Twelfth International Symposium on Combinatorial Search
ISBN
978-1-57735-822-0
ISSN
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e-ISSN
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Počet stran výsledku
9
Strana od-do
20-28
Název nakladatele
AAAI Press
Místo vydání
Menlo Park
Místo konání akce
Vídeň
Datum konání akce
26. 5. 2020
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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