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An exploration strategy for non-stationary opponents

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Abstract

The success or failure of any learning algorithm is partially due to the exploration strategy it exerts. However, most exploration strategies assume that the environment is stationary and non-strategic. In this work we shed light on how to design exploration strategies in non-stationary and adversarial environments. Our proposed adversarial drift exploration (DE) is able to efficiently explore the state space while keeping track of regions of the environment that have changed. This proposed exploration is general enough to be applied in single agent non-stationary environments as well as in multiagent settings where the opponent changes its strategy in time. We use a two agent strategic interaction setting to test this new type of exploration, where the opponent switches between different behavioral patterns to emulate a non-deterministic, stochastic and adversarial environment. The agent’s objective is to learn a model of the opponent’s strategy to act optimally. Our contribution is twofold. First, we present DE as a strategy for switch detection. Second, we propose a new algorithm called R-max# for learning and planning against non-stationary opponent. To handle such opponents, R-max# reasons and acts in terms of two objectives: (1) to maximize utilities in the short term while learning and (2) eventually explore opponent behavioral changes. We provide theoretical results showing that R-max# is guaranteed to detect the opponent’s switch and learn a new model in terms of finite sample complexity. R-max# makes efficient use of exploration experiences, which results in rapid adaptation and efficient DE, to deal with the non-stationary nature of the opponent. We show experimentally how using DE outperforms the state of the art algorithms that were explicitly designed for modeling opponents (in terms average rewards) in two complimentary domains.

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Notes

  1. Godfather [33] offers the opponent a situation where it can obtain a high reward. If the opponent does not accept the offer, Godfather forces the opponent to obtain a low reward.

  2. A related behavior called observationally equivalent models has been reported by Doshi et al. [17].

  3. To ensure a DE there was a constant \(\epsilon \)-greedy\(=0.2\) exploration and no decay in the learning rate (\(\alpha \)).

  4. Optimal policies are always cooperate, Pavlov and always defect, against opponents TFT, Pavlov and Bully, respectively.

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Acknowledgments

The first author was supported by a scholarship grant 329007 from the National Council of Science and Technology of Mexico (CONACYT). This research has taken place in part at the Intelligent Robot Learning (IRL) Lab, Washington State University. IRL research is supported in part by grants AFRL FA8750-14-1-0069, AFRL FA8750-14-1-0070, NSF IIS-1149917, NSF IIS-1319412, USDA 2014-67021-22174, and a Google Research Award.

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Correspondence to Pablo Hernandez-Leal.

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Most of this work was performed while the first author was a graduate student at INAOE.

This paper extends the paper “Exploration strategies to detect strategy switches” presented at the Adaptive Learning Agents workshop [27].

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Hernandez-Leal, P., Zhan, Y., Taylor, M.E. et al. An exploration strategy for non-stationary opponents. Auton Agent Multi-Agent Syst 31, 971–1002 (2017). https://doi.org/10.1007/s10458-016-9347-3

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