Hierarchical Nash-Q Learning in Continuous Games

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Hierarchical Nash-Q Learning in Continuous Games Mostafa Sahraei-Ardakani, Student Member, IEEE, Ashkan Rahimi-Kian, Member, IEEE, Majid Nili-Ahmadabadi, Member, IEEE Abstract Multi-agent Reinforcement Learning (RL) algorithms usually work on repeated extended, or stochastic games. Generally RL is developed for discrete systems both in terms of states and actions. In this paper, a hierarchical method to learn equilibrium strategy in continuous games is developed. Hierarchy is used to break the continuous domain of strategies into discrete sets of hierarchical strategies. The algorithm is proved to converge to Nash-Equilibrium in a specific class of games with dominant strategies. Then, it is applied to some other games and the convergence in shown. This approach is common in RL algorithms that they are applied to problem where no proof of convergence exits. I. INTRODUCTION Reinforcement Learning (RL) is a method to find optimal policy in a stationary Markov Decision Process (MDP). There exist some well known algorithms in the category of RL such as Sarsa, and Q-Learning [1]. The advantage of RL among other theories is the fact that it works only with doing some experiments in the environment and learns by rewards. Therefore it needs only very little information in comparison with other optimization methods. RL became a very popular technique and was applied to lots of different problem. It is proved that RL converges to optimal policy in a stationary MDP, but it is also applied to some non-mdp problems successfully. RL is originally designed for single agent problems to find the best action in each state of a stationary environment. But there are many problems which are in the class of multi agent systems (MAS). There has been an enormous attempt among the researchers to extend the great idea of RL to this type of systems. Game theory which describes the behavior of agents interacting with each other seems to be an appropriate infrastructure to describe MAS. Therefore, it has been used as the framework for multi agent learning (MAL) algorithms [2,3]. Two major problems exist in the way of MAL algorithms. First, many games has multiple equilibria. Therefore, it should be clarified how an MAL method chooses one equilibrium among the others as the solution of the problem. Second, when all the agents in a MAS try to learn, the condition of environment being stationary is no longer valid. Many researchers tried to come over these problems through their works which are briefly described herein. Several algorithms are proposed in which Q-values are M. Sahraei-Ardakani, A. Rahimi-Kian, and M. Nili-Ahmadabadi are with CIPCE, ECE Department, College of Engineering, Univeristy of Tehran, Tehran, Iran; phone: +98-912-105-5594; (e-mails: m.sahraei@ece.ut.ac.ir arkian@ut.ac.ir mnili@ut.ac.ir ). updated according to the joint action vector. This approach would solve the problem of the environment not being stationary. In other words, the environment is not stationary on single players action, but on joint action vector. The reason is that the effect of rivals actions on the estimation of each agent s Q-value is no longer ignored. Therefore the Q- value update rule should be as follows:, 1,, (1) Where s is the state of the game where joint vector action is taken by the agents. is the value of for agent i in the state of s. V is the state value and s is the next state visited after taking the action. Equation 1 on the other hand means that each agent can observe the actions of its rivals. Having an update rule for Q-values, another rule to update state values is still needed. M.L. Littman [2,4] proposed that in a two player zero-sum stochastic game, state value could be updated using minimax operator: max min,, 2 In a zero-sum game, using max-min operator is reasonable, as the rival is trying to minimize the reward of the agent while the agent is trying to maximize it. J. Hu and M. Wellman [5, 6] proposed a more mature method called Nash-Q learning. Their algorithm is not restricted to zero-sum games and is designed for generalsum stochastic games. Their suggestion was to update the state values as follows:,,,, (3) They have proved mathematically that their algorithm converges to the Nash-Equilibrium under specific circumstances. However, the conditions of convergence are restrictive; the algorithm is one of the best to date. A. Greenwald and K. Hall [7] introduced a new algorithm which they called correlated-q learning. Their method converges to the correlated equilibrium (CE). CE has the feature of being a convex prototype, and therefore be easily calculated by linear programming. An example for CE is a traffic signal for two agents that meet at an intersection. The signal which is shared specifies which agent to go and which to stop as both (stop,go) and (go,stop) are equilibrium strategies. So, it can be concluded that this algorithm is also a solution to the problem of multiple equilibria. The algorithm uses the following rule for state value update: 978-1-4244-2974-5/08/$25.00 2008 IEEE 290

,,,, (4) The authors proposed four variants of CE-Q learning, based on four categories of CEs. Each type recommends a different solution to the problem of multiple equilibria. The Nash-Q technique is used in this paper, because it is a general method and works on general-sum stochastic games. Moreover, the problem of multiple equilibria is not addressed herein and the focus is on the hierarchical method used. Therefore, it is preferred to use an easier and simpler method in learning part. The idea could easily be expanded using the aspects introduced in [7] or other algorithms when multiple equilibria problem emerges. All these methods are designed for discrete games, just like the RL algorithm itself. In environments having continuous set of states or actions, some methods such as function approximation is used [1]. In this paper, a hierarchical method is proposed for learning the equilibrium in a continuous game by learning only among specific hierarchical discrete points. This article is an extension to our previous work [8] improved by generalization, proofs, and exact conditions in which the convergence of the algorithm is guaranteed. There also exist some critical literature around the subject of MAL which should be notified [9,10,11]. The rest of this paper is organized as follows: The algorithm is introduced and discussed in section 2. In section 3, proof and conditions of convergence are argued. Some simulation studies are presented in section 4, and finally section 5 concludes this paper. This quantization method is illustrated in figure 2: Low High Fig. 1. Division of bidding domain into two high and low areas. After that, each player sets up a Q table for itself and puts random values in it. The agents pursue greedy policy for action selection, so these arbitrary values should be more than maximum available reward in the system. For this reason they initialize their Q-tables with very large numbers to assure that they satisfy the mentioned condition. Otherwise, they may find equilibrium by mistake. This method of Q-table initialization causes agents to explore their environment before remaining stationary in equilibrium. The reason is that the agents want to gain maximum reward they can attain, and also they want to experience all the more rewarding actions. Having Q-tables, a matrix game is constructed in which players try to find the Nash equilibrium. The size of each player s table would be 2 n where n is the number of the players. For instance in a 2 player game the Q-tables that make the bimatrix game are shown in figure 3: (6) II. THE ALGORITHM A continuous game could be defined by tuple (n, A 1,, A n, PF 1,,PF n ). Where n specifies the number of players, A i is the action set of player i which is a continuous set, and PF i is the payoff function of player i:,,,,, (5) Having the payoff functions Nash Equilibrium of the game could be calculated if it exists. But the problem is that there exist lots of real problems that players do not have information about their rivals payoff function or even about their own. Thus RL seems to be a good method to learn the equilibrium when the payoff functions are unknown. For sure, the game should be of repeated type, so any RL algorithm could be applied to. The proposed algorithm has two major parts, using hierarchy to learn over discrete points instead of continuous set of strategies, and to learn over these points. The whole process is as follows: Players divide their strategy domain (A i ) into two low and high regions. Average amount of each area is considered as a candidate of that region: Q-table for player 1 Q-table for player 2 Fig. 2. Q-tables: Each player creates a Q-table for itself and shares it with its rival in order to find Nash equilibrium The players follow Nash Equilibrium if it exists; otherwise they choose their strategies randomly. After each action selection, Q-tables are updated by the following rule:,,,,,,, Where, is the action taken by player i before updating its Q-table and is the reward that it gains by taking (7) 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08) 291

joint action vector by all the players. After that, players select their next action according to updated tables. This process of action selection and table updating continues till the game reaches a stable equilibrium. If the game stays at a stable equilibrium for more than two rounds, next low and high values are determined according to the achieved stable equilibrium:,,,, Same equations should be applied for other players. Through this set of equations, resolution of learning would increase after achieving a stable equilibrium in every learning step. Subsequently, the learning process restarts by new action values assigned via equation (8) and this loop persists for ever to find a more accurate equilibrium through continuous infinitive strategy domain of players. This hierarchy causes learning steps to be very simple and fast over an uncomplicated matrix game with two available actions for each player. The algorithm is presented briefly in figure 4: Begin: 1. Set two values of and for players. Initialize: 1. Set the Q-table for each player like a matrix game. 2. Initialize the tables with values more than maximum available reward in the system. Loop for ever: 1. Select action according to the Nash equilibrium or randomly if no equilibrium exists. 2. Update the Q-tables. 3. Construct new and according to the equilibrium values and go to the initialization part, if a stable equilibrium is reached, otherwise go to step 1. Fig. 3. Pseudo code for the hierarchical Nash-Q learning algorithm To use this algorithm, each player has to observe both the actions and rewards of it rivals. It also should have the ability to solve a simple matrix game with the size of 2 n, each player just having two actions. III. CONVERGENCE CONDITIONS Suppose that is the Nash Equilibrium of the game. At any learning step, player i has two actions to take; and. Each of these actions which is closer to the Nash Equilibrium should be found as the equilibrium of the matrix game to be sure that by time, the game gets closer to the Nash Equilibrium. Assume that is closer to the action value in Nash Equilibrium: (8) (9) Therefore should be distinguished as the Nash Equilibrium of the game for player i. For this reason, applying basic game theory concepts we have:,, (10) Where is the equilibrium actions of the rivals among the strategy set they have in that specific learning step. As the rivals may choose any points as their strategy set, and the global Nash equilibrium could be anywhere among the joint strategy domain, the term in Equation 10 could be anything. So function should have a specific property over the action of player i. This property could be summarized as follows:,,,, (11) This means that function should have its maximum in terms of in which is its value on Nash Equilibrium point. Moreover the points closer to the Nash Equilibrium should have greater payoff value. This inference could be repeated for each player, each payoff function, and each strategy set in each learning step. So it could be concluded that the algorithm converges to the Nash Equilibrium point if the following property exists over the payoff function of all the players:,, 1,,,, (12) This means that the game should have dominant equilibrium strategy for all the players. Furthermore, the strategies closer to Nash equilibrium should lead to greater payoff, regardless of the reactions of rivals, in comparison with their alternatives. Under these conditions the method is guaranteed to converge to Nash Equilibrium. However, it should always be kept in mind that RL techniques may converge, even though it is not proved. This issue is discussed in the next section. IV. SIMULATION STUDIES A. Case I In this case, the algorithm is applied to a 2 player game which satisfies the conditions mentioned by Equations 12. The payoff functions of the players are: 292 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08)

, 70 1, 30 1 13 The domain of the players actions is between 0 and 100. These payoff functions are depicted in figure 4: Fig. 6. Payoff of the players during learning in Case I Fig. 4. Payoff function of players in Case I It is clear from both Equation 13 and figure 4, that players 1 and 2 have dominant strategy on 70 and 30 respectively. Moreover the second condition of gaining greater payoffs by selecting an action closer to Nash equilibrium is satisfied. Therefore it is proved that the algorithm converges to Nash Equilibrium point. Applying the algorithm to this problem leads to results shown in figure 5 in terms of actions: Fig. 7. Learning is an ongoing process and players find Nash Equilibrium more accurately by the time. B. Case II- Cournot Game - Convergence In this case the algorithm is applied to a 2 player Cournot game which is well-known in economics. The profit functions of players are shown in Equation 14: (14) Fig. 5. Actions of the players during learning in Case I These actions cause the players gain payoffs depicted in figure 6. As the game has dominant strategy for both players with conditions discussed earlier, it is predictable that players payoffs increase by learning the equilibrium. One may think from figures 5 and 6 that game has reached its Nash Equilibrium after 60 th round, but it is not the case. Learning is an ongoing process and never stops. The players find the Nash Equilibrium more accurately by the time. This fact is shown for case 1 in figure 7. Each player is a producer and generates the amount of q A/B. Each firm has a production cost C A/B and the price is calculated by a reverse demand function f. This function is shown for this case in Equation 15: 200 (15) The production costs are considered to be C A =22 and C B =17 ($ per unit of production). Equations 14 show that the game does not have dominant strategy. So the conditions of convergence explained in previous section are not satisfied and convergence to Nash Equilibrium is not guaranteed. Applying the algorithm to this game causes the firms to produce as what is shown in figure 8. It is clear from the figure that the game has converged to the equilibrium 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08) 293

although the conditions of convergence are not satisfied. The profits are also depicted in figure 9. It shows how the profits of firms change by the time and converge to their value in Nash Equilibrium point. C. Case III- Cournot Game - Oscillation This case is similar to the previous case excluding the production costs. In this case C A =10 and C B =15 ($ per unit of production). Applying the algorithm to this problem causes the players to act like what is shown in figure 11: Fig. 8. The production of the firms during learning process and convergence to Nash Equilibrium. Fig. 11. The production of the firms during learning process for case III Fig. 9. The profits of the firms during learning process and convergence to Nash Equilibrium. The profit functions specified by Equations 14 are depicted in figure 10. As figure 11 shows, the game is not converged to Nash Equilibrium. The players get closer to the equilibrium from the initialization point and oscillate around the equilibrium but do not converge exactly and accurately to the equilibrium point. This means economically that the producers do not exactly find the equilibrium point, and can not exactly decide how much to produce, but they have found an area of production instead. C. Case IV- Cournot Game No Convergence This case is also similar to the case II except the production costs. In this case C A =30 and C B =40 ($ per unit of production). The results of applying the algorithm to this case are shown in figure 12. Fig. 12. The production of the firms during learning process for case IV Fig. 10. The profit functions of the firms in case II. This figure clearly shows that the game does not have dominant strategy. This shows that the algorithm neither converges nor gets closer to the Nash Equilibrium in this case. This means that the producers do not learn anything about the equilibrium and the learning does not help them to amend their decision. 294 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08)

V. CONCLUSION An algorithm for learning Nash Equilibrium in a continuous game via a hierarchical procedure was introduced. The conditions of convergence were also discussed. It is guaranteed that the algorithm converges in a specific class of games having dominant strategies. In these games, the actions closer to the equilibrium should lead to greater payoffs. The method was tested on several cases. The results showed that the algorithm may converge when the conditions of convergence are not satisfied, or may learn to oscillate in vicinity of the equilibrium, or may not converge at all. Some modifications could be made to the algorithm to improve the convergence in specific games by using particular data available in that class games. REFERENCES [1] Sutton, Barto,, Reinforcement Learning: An introduction to, MIT Press, May 2006 [2] M. L. Littman, Markov Games as a Framework for Multi-Agent Reinforcement Learning, Proc. Of 11 th international conf. on Machine Learning, pp. 157-163, 1994 [3] M. Bowling, M. Veloso, An Analysis of Stochastic Game Theory for Reinforcement Learning, Technical Report, School of Computer Science, Carnegie Mellon University,Oct. 2000 [4] Michael L. Littman, Friend or Foe Q-Learning in General-Sum Games, Proc. of 18 th International Conf. on Machine Learning, 2001 [5] J. Hu, M. P. Wellman, Nash Q-Learning for General-Sum Stochastic Games, Journal of Machine Learning Research, Vol. 4, 2003, pp. 1039-1069 [6] J. Hu, M. P. Wellman, Multi Agent Reinforcement Learning: Theoretical Framework and an Algorithm, In Proc. Of 15 th Conf. on Machine Learning, 1998, pp. 242-250 [7] Amy Greenwald, Keith Hall, Correlated Q-Learning, Proc. of 20 th International Conf. on Machine Learning, Washington DC, 2003 [8] M. Sahraei-Ardakani, A. Rahimi-Kian, M. Nili-Ahmadabadi, Hierarchical Nash-Cournot Q-Learning in Electricity Markets, Proc. of 17 th IFAC world Congress, 2008 [9] Y. Shoham, R. Powers, T. Grenager, If Multi-Agent Learning is the Answer, What is the Question?, Artificial Intelligence, Vol. 171, pp. 356-377, 2007 [10] Shie Mannor, Jeff S. Shamma, Multi-agent Learning for Engineers, Artificial Intelligence, Vol.171, pp. 417-422, 2007 [11] Y. Shoham, R. Powers, T. Grenager, Multi-Agent Learning: a critical survey, Technical Report, CS Department, Stanford University, 2003 [12] A. Haurie, J.B. Krawczyk, An Introduction to Dynamic Games, Available online at: ecolu-info.unige.ch/~haurie/fame/game.pdf 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08) 295