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Nau: Game Theory 1 Introduction to Game Theory 7. Repeated Games Dana Nau University of Maryland

Introduction to Game Theory - University Of Maryland Repeated games.pdf · Nau: Game Theory 3 Finitely Repeated Games In repeated games, some game G is played multiple times by the

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Nau: Game Theory 1

Introduction to Game Theory

7. Repeated Games

Dana Nau University of Maryland

Nau: Game Theory 2 Repeated Stag Hunt

Repeated Games   Used by game theorists, economists, social and behavioral scientists

as highly simplified models of various real-world situations

Roshambo

Iterated Chicken Game Repeated

Matching Pennies

Iterated Prisoner’s Dilemma Repeated Ultimatum Game

Iterated Battle of the Sexes

Nau: Game Theory 3

Finitely Repeated Games   In repeated games, some game G is played

multiple times by the same set of agents   G is called the stage game

•  Usually (but not always), G is a normal-form game

  Each occurrence of G is called an iteration or a round

  Usually each agent knows what all the agents did in the previous iterations, but not what they’re doing in the current iteration

  Thus, an imperfect-information game with perfect recall

  Usually each agent’s payoff function is additive

Agent 1: Agent 2:

C

C D

C Round 1:

Round 2:

Prisoner’s Dilemma:

3+0 = 3 3+5 = 5 Total payoff:

2 1

C D

C 3, 3 0, 5 D 5, 0 1, 1

Iterated Prisoner’s Dilemma, with 2 iterations:

Nau: Game Theory 4

Iterated Prisoner’s Dilemma with 2 iterations:

Strategies   The repeated game has a much bigger strategy space than the stage game   One kind of strategy is a stationary strategy:

  Use the same strategy at every iteration

  More generally, an agent’s play at each stage may depend on the history   What happened in

previous iterations

Nau: Game Theory 5

Backward Induction   If the number of iterations is finite and known, we can use backward

induction to get a subgame-perfect equilibrium

  Example: finitely many repetitions of the Prisoner’s Dilemma   In the last round,

the dominant strategy is D   That’s common knowledge   So in the 2nd-to-last round,

D also is the dominant strategy   …   The SPE is (D,D) on every round

  As with the Centipede game, this argument is vulnerable to both empirical and theoretical criticisms

Agent 1: Agent 2:

D

D D

D Round 1:

Round 2:

D

D D

D Round 3:

Round 4:

Nau: Game Theory 6

Backward Induction when G is 0-sum   As before, backward induction works much better in zero-sum games

  In the last round, equilibrium is the minimax profile •  Each agent uses his/her minimax strategy

  That’s common knowledge   So in the 2nd-to-last round, it

again is the minimax strategies …

  The SPE is (D,D) on every round

Nau: Game Theory 7

  An infinitely repeated game in extensive form would be an infinite tree

  Payoffs can’t be attached to any terminal nodes   Payoffs can’t be the sums of the payoffs in the stage games (generally infinite)

  Two common ways around this problem   Let r (1)

i , r (2)i , … be an infinite sequence of payoffs for agent i

  Agent i’s average reward is

  Agent i’s future discounted reward is the discounted sum of the payoffs, i.e.,

where β (with 0 ≤ β ≤ 1) is a constant called the discount factor

  Two ways to interpret the discount factor:

1.  The agent cares more about the preset than the future 2.  The agent cares about the future, but the game ends at any round with

probability 1 − β

Infinitely Repeated Games

limk→∞

rij( ) / k

j=1

k∑

β jrij( )

j=1

Nau: Game Theory 8

Example   Some well-known strategies for the Iterated Prisoner’s Dilemma:

»  AllC: always cooperate »  AllD (the Hawk strategy):

always defect »  Grim: cooperate until the

other agent defects, then defect forever

»  Tit-for-Tat (TFT): cooperate on the first move. On the nth move, repeat the other agent (n–1)th move

»  Tester: defect on move 1. If the other agent retaliates, play TFT. Otherwise, randomly intersperse cooperation and defection

  If the discount factor is large enough, each of the following is a Nash equilibrium   (TFT, TFT), (TFT,GRIM), and (GRIM,GRIM)

C C

TFT Tester

C

C

C

C

C

C

D

C

D

C

C

C

D D

TFT or

Grim AllD

C

D

D

D

D

D

D

D

D

D D

D

C C

AllC, Grim,

or TFT

AllC, Grim,

or TFT

C

C

C

C

C

C ...

...

C

C

C

C

C

C

Nau: Game Theory 9

Equilibrium Payoffs for Repeated Games   There’s a “folk theorem” that tells what the possible equilibrium payoffs

are in repeated games   It says roughly the following:

  In an infinitely repeated game whose stage game is G, there is a Nash equilibrium whose average payoffs are (p1, p2, …, pn)

if and only if   G has a mixed-strategy profile (s1, s2, …, sn) with the following

property: •  For each i, si’s payoff would be ≥ pi if the other agents used

minimax strategies against i

Nau: Game Theory 10

Proof and Examples   The proof proceeds in 2 parts:

  Use the definitions of minimax and best-response to show that in every equilibrium, an agent’s average payoff ≥ the agent’s minimax value

  Show how to construct an equilibrium that gives each agent i the average payoff pi, given certain constraints on (p1, p2, …, pn)

•  In this equilibrium, the agents cycle in lock-step through a sequence of game outcomes that achieve (p1, p2, …, pn)

•  If any agent i deviates, then the others punish i forever, by playing their minimax strategies against i

  There’s a large family of such theorems, for various conditions on the game

D D

Agent 1 Agent 2

D

D

D

D

D

D

C

C

C

D D

C

Example 2: IPD with

(p1, p2) = (2.5,2.5)

D C

Grim Other agent

C

C

C

C

C

C

C

C

C

D D

C

Example 1: IPD with

(p1, p2) = (3,3)

C D C D

Nau: Game Theory 11

Zero-Sum Repeated Games   For two-player zero-sum repeated games, the folk theorem is still true, but it

becomes vacuous

  Suppose we iterate a two-player zero-sum game G   Let V be the value of G (from the Minimax Theorem)

  If agent 2 uses a minimax strategy against 1, then 1’s maximum payoff is V •  Thus max value for p1 is V, so min value for p2 is –V

  If agent 1 uses a minimax strategy against 2, then 2’s maximum payoff is –V

•  Thus max value for p2 is –V, so min value for p1 is V

  Thus in the iterated game, the only Nash-equilibrium payoff profile is (V,–V)   The only way to get this is if each agent always plays his/her minimax strategy

•  If agent 1 plays a non-minimax strategy s1 and agent 2 plays his/her best response, 2’s expected payoff will be higher than –V

Nau: Game Theory 12

  Nash equilibrium for the stage game:   choose randomly, P=1/3 for each move

  Nash equilibrium for the repeated game:   always choose randomly, P=1/3 for each move

  Expected payoff = 0

  Let’s see how that works out in practice …

A1 A2

Rock Paper Scissors

Rock 0, 0 –1, 1 1, –1 Paper 1, –1 0, 0 –1, 1

Scissors –1, 1 1, –1 0, 0

Roshambo (Rock, Paper, Scissors)

Nau: Game Theory 13

  1999 international roshambo programming competition

www.cs.ualberta.ca/~darse/rsbpc1.html   Round-robin tournament:

•  55 programs, 1000 iterations for each pair of programs

•  Lowest possible score = –55000, highest possible score = 55000

  Average over 25 tournaments:

•  Highest score (Iocaine Powder): 13038 •  Lowest score (Cheesebot): –36006

  Very different from the game-theoretic prediction

A1 A2

Rock Paper Scissors

Rock 0, 0 –1, 1 1, –1 Paper 1, –1 0, 0 –1, 1

Scissors –1, 1 1, –1 0, 0

Roshambo (Rock, Paper, Scissors)

Nau: Game Theory 14

  A Nash equilibrium strategy is best for you if the other agents also use their Nash equilibrium strategies

  In many cases, the other agents won’t use Nash equilibrium strategies   If you can forecast their actions accurately, you may be able to do

much better than the Nash equilibrium strategy

  Why won’t the other agents use their Nash equilibrium strategies?   Because they may be trying to forecast your actions too

  Something analogous can happen in non-zero-sum games

Nau: Game Theory 15

  Multiple iterations of the Prisoner’s Dilemma

  Widely used to study the emergence of cooperative behavior among agents

  e.g., Axelrod (1984), The Evolution of Cooperation   Axelrod ran a famous set of tournaments

  People contributed strategies encoded as computer programs

  Axelrod played them against each other

Iterated Prisoner’s Dilemma

If I defect now, he might punish me by defecting next time

Nash equilibrium

P2 P1

Cooperate Defect

Cooperate 3, 3 0, 5 Defect 5, 0 1, 1

Prisoner’s Dilemma

Nau: Game Theory 16

C C

TFT TFT C

C C

C C

C

C

C

C

C C

C

C C

TFT Grim C

C C

C C

C

C

C

C

C C

C

C C

TFT Tester C

C C

C C

C

D

C

D

C C

C

D D

TFT AllD C

D D

D D

D

D

D

D

D D

D

TFT with Other Agents   In Axelrod’s tournaments, TFT usually did best

»  It could establish and maintain cooperations with many other agents »  It could prevent malicious agents from taking advantage of it

C C

TFT AllC C

C C

C C

C

...

...

C

C

C

C C

C

Nau: Game Theory 17

Example:   A real-world example of the IPD, described in Axelrod’s book:

  World War I trench warfare

  Incentive to cooperate:

  If I attack the other side, then they’ll retaliate and I’ll get hurt   If I don’t attack, maybe they won’t either

  Result: evolution of cooperation   Although the two infantries were supposed to be enemies, they

avoided attacking each other

Nau: Game Theory 18

IPD with Noise

  In noisy environments,   There’s a nonzero probability (e.g., 10%)

that a “noise gremlin” will change some of the actions •  Cooperate (C) becomes Defect (D),

and vice versa   Can use this to model accidents

  Compute the score using the changed action

  Can also model misinterpretations   Compute the score using the original

action

C C C C C D …

C

Noise

Did he really intend to do that?

Nau: Game Theory 19

Example of Noise

  Story from a British army officer in World War I:   I was having tea with A Company when we heard a lot of shouting and went

out to investigate. We found our men and the Germans standing on their respective parapets. Suddenly a salvo arrived but did no damage. Naturally both sides got down and our men started swearing at the Germans, when all at once a brave German got onto his parapet and shouted out: “We are very sorry about that; we hope no one was hurt. It is not our fault. It is that damned Prussian artillery.”

  The salvo wasn’t the German infantry’s intention   They didn’t expect it nor desire it

Nau: Game Theory 20

  Consider two agents who both use TFT

  One accident or misinterpretation can cause a long string of retaliations

C D

C C C

C C

C C

C

. . .

. . .

C

D

C

D D

D C

Noise"

Retaliation

Retaliation

Retaliation

Retaliation

Noise Makes it Difficult to Maintain Cooperation

Nau: Game Theory 21

Some Strategies for the Noisy IPD   Principle: be more forgiving in the face of defections

  Tit-For-Two-Tats (TFTT) »  Retaliate only if the other agent defects twice in a row

•  Can tolerate isolated instances of defections, but susceptible to exploitation of its generosity

•  Beaten by the TESTER strategy I described earlier   Generous Tit-For-Tat (GTFT)

»  Forgive randomly: small probability of cooperation if the other agent defects »  Better than TFTT at avoiding exploitation, but worse at maintaining cooperation

  Pavlov »  Win-Stay, Lose-Shift

•  Repeat previous move if I earn 3 or 5 points in the previous iteration •  Reverse previous move if I earn 0 or 1 points in the previous iteration

»  Thus if the other agent defects continuously, Pavlov will alternatively cooperate and defect

Nau: Game Theory 22

Discussion   The British army officer’s story:

  a German shouted, ``We are very sorry about that; we hope no one was hurt. It is not our fault. It is that damned Prussian artillery.”

  The apology avoided a conflict   It was convincing because it was consistent with the German infantry’s

past behavior   The British had ample evidence that the German infantry wanted to

keep the peace

  If you can tell which actions are affected by noise, you can avoid reacting to the noise

  IPD agents often behave deterministically   For others to cooperate with you it helps if you’re predictable

  This makes it feasible to build a model from observed behavior

Nau: Game Theory 23

The DBS Agent   Work by my recent PhD graduate, Tsz-Chiu Au

  Now a postdoc at University of Texas

  From the other agent’s recent behavior, build a model π of the other agent’s strategy

  Use the model to filter noise   Use the model to help plan our next move Au & Nau. Accident or intention:

That is the question (in the iterated prisoner’s dilemma). AAMAS, 2006.

Au & Nau. Is it accidental or intentional? A symbolic approach to the noisy iterated prisoner’s dilemma. In G. Kendall (ed.), The Iterated Prisoners Dilemma: 20 Years On. World Scientific, 2007.

Nau: Game Theory 24

Modeling the other agent   A set of rules of the following form

if our last move was m and their last move was m' then P[their next move will be C]

  Four rules: one for each of (C,C), (C,D), (D,C), and (D,D)   For example, TFT can be described as

  (C,C) ⇒ 1, (C, D) ⇒ 1, (D, C ) ⇒ 0, (D, D) ⇒ 0

  How to get the probabilities?   One way: look at the agent’s behavior in the recent past

  During the last k iterations,   What fraction of the time did the other agent cooperate at iteration j

when the agents’ moves were (x,y) at iteration j–1?

Nau: Game Theory 25

Modeling the other agent   π can only model a very small set of strategies   It doesn’t even model the Grim strategy correctly:

  If Grim defects, it may be defecting because of something that happened many moves ago

  But we’re not trying to model an agent’s entire strategy, just its recent behavior

  If an agent’s behavior changes, then the probabilities in π will change   e.g., after Grim defects a few times, the rules will give a very low

probability of it cooperating again

Nau: Game Theory 26

Noise Filtering

C C

C C C

C C

C C

C

: :

C

C

C

C

So I won’t retaliate here. I think these defections are actually noise

D C

D C

  Suppose the applicable rule is deterministic   P[their next move will be C] = 0 or 1

  If the other agent’s next move isn’t what the rule predicts, then   Assume the

observed action is noise

  Behave as if the action were what the rule predicted

The other agent cooperates when I do

Nau: Game Theory 27

Change of Behavior   Anomalies in observed behavior can be due

either to noise or to a genuine change of behavior

  Changes of behavior occur because   The other agent can change its strategy

anytime   E.g., if noise affects one of Agent 1’s

actions, this may trigger a change in Agent 2’s behavior •  Agent 1 does not know this

  How to distinguish noise from a real change of behavior?

C C

C

C

C D

C D

: :

C

C

C

D

D

D

These moves are not noise

D

:

:

I am Grim. If you ever betray me, I will never forgive you.

Nau: Game Theory 28

Detection of a Change of Behavior

C C C

C C D

C D

: :

C

C

C

The defections might be accidents, so I shouldn’t lose my temper too soon

D

D D D

D I think the other agent’s has really changed, so I’ll change mine too

Temporary tolerance:   When we observe unexpected

behavior from the other agent   Don’t immediately decide

whether it’s noise or a real change of behavior

  Instead, defer judgment for a few iterations

  If the anomaly persists, then recompute π based on the other agent’s recent behavior

The other agent cooperates when I do

Nau: Game Theory 29

Move generation   Modified version of game-tree search

  Use the policy π to predict probabilities of the other agent’s moves   Compute expected utility) for move x as

u1(x) = ∑ y∈{C,D} u1(x,y) × P(y | π, previous moves)

where x = my move, y = other agent’s move

  Choose the move with the highest expected utility Current Iteration

Next Iteration

Iteration after next

: : : : : : : : : : : : : : : :

(C,C) (C,D) (D,C) (D,D)

Nau: Game Theory 30

Suppose we have the rules 1. (C,C) → 0.7 2. (C,D) → 0.4 3. (D,C) → 0.1 4. (D,D) → 0.1

C C C

C C C

D D

??

Rule 1 predicts P(C) = 0.7, P(D) = 0.3

(C,C) (C,D) (D,C) (D,D)

Example

  Suppose we search to depth 1 u1(C) = 0.7 u1(C,C) + 0.3 u1(C,D) = 2.1 + 0 = 2.1 u1(D) = 0.7 u1(D,C) + 0.3 u1(D,D) = 3.5 + 0.3 = 3.8

»  So D looks better

  Is D really what we should choose?

Nau: Game Theory 31

Suppose we have the rules 1. (C,C) → 0.7 2. (C,D) → 0.4 3. (D,C) → 0.1 4. (D,D) → 0.1

C C C

C C C

D D

??

Rule 1 predicts P(C) = 0.7, P(D) = 0.3

(C,C) (C,D) (D,C) (D,D)

Example

  It’s not wise to choose D »  On the move after that, the opponent will

retaliate with P=0.9 »  The depth-1 search didn’t see this   But if we search to depth d>1, we’ll see it

  C will look better and we’ll choose it instead

  In general, it’s best look far ahead »  e.g., 60 moves

Nau: Game Theory 32

How to Search Deeper   Game trees grow exponentially with search depth

»  How to search to the tree deeply?   Key assumption: π accurately models the other agent’s future behavior   Then we can use dynamic programming

»  Makes the search polynomial in the search depth »  Can easily search to depth 60 »  Equivalent to solving an acyclic MDP of depth 60

  This generates fairly good moves Current iteration

Next iteration

iteration after next

: : : :

(C,C) (C,D) (D,C) (D,D)

Nau: Game Theory 33

http://www.prisoners-dilemma.com

  Category 2: IPD with noise  165 programs participated

  DBS dominated the top 10 places

  Two agents scored higher than DBS  They both used

master-and-slaves strategies

20th Anniversary IPD Competition

Nau: Game Theory 34

Master & Slaves Strategy   Each participant could submit up to 20 programs

  Some submitted programs that could recognize each other   (by communicating pre-arranged sequences of Cs and Ds)

  The 20 programs worked as a team •  1 master, 19 slaves

  When a slave plays with its master

•  Slave cooperates, master defects => maximizes the master’s payoff

  When a slave plays with an agent not in its team

•  It defects

=> minimizes the other agent’s payoff

… and they beat up everyone else

My goons give me all their money …

Nau: Game Theory 35

Comparison   Analysis

  Each master-slaves team’s average score was much lower than DBS’s   If BWIN and IMM01 had each been restricted to ≤ 10 slaves,

DBS would have placed 1st   Without any slaves, BWIN and IMM01 would have done badly

  In contrast, DBS had no slaves   DBS established cooperation

with many other agents   DBS did this despite the noise,

because it filtered out the noise

Nau: Game Theory 36

Summary   Finitely repeated games – backward induction

  Infinitely repeated games   average reward, future discounted reward

  equilibrium payoffs   Non-equilibrium strategies

  opponent modeling in roshambo

  iterated prisoner’s dilemma with noise •  opponent models based on observed behavior

•  detection and removal of noise •  game-tree search against the opponent model

  20th anniversary IPD competition