摘要翻译:
提出了一种通过迭代检验博弈中多Agent影响图(MAID)表示的图结构来识别博弈中Agent推理模式的算法。如果agent的决策不参与推理模式,那么为了计算博弈的纳什均衡,我们可以有效地忽略该决策。在某些情况下,这可以导致平衡计算过程中的指数级时间节省。此外,我们的算法可以用来枚举游戏中的推理模式,这将有助于构造更有效的与人类交互的计算机化智能体。
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英文标题:
《Identifying reasoning patterns in games》
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作者:
Dimitrios Antos, Avi Pfeffer
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最新提交年份:
2012
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分类信息:
一级分类:Computer Science        计算机科学
二级分类:Computer Science and Game Theory        计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
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一级分类:Computer Science        计算机科学
二级分类:Artificial Intelligence        
人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
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英文摘要:
  We present an algorithm that identifies the reasoning patterns of agents in a game, by iteratively examining the graph structure of its Multi-Agent Influence Diagram (MAID) representation. If the decision of an agent participates in no reasoning patterns, then we can effectively ignore that decision for the purpose of calculating a Nash equilibrium for the game. In some cases, this can lead to exponential time savings in the process of equilibrium calculation. Moreover, our algorithm can be used to enumerate the reasoning patterns in a game, which can be useful for constructing more effective computerized agents interacting with humans. 
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PDF链接:
https://arxiv.org/pdf/1206.3235