{"title":"基于人工计算的重复多智能体常和博弈算法","authors":"Christopher G. Harris","doi":"10.1109/WI-IAT.2012.175","DOIUrl":null,"url":null,"abstract":"In repeated multi-agent constant-sum games, each player's objective is to maximize control over a finite set of resources. We introduce Tens potter, an easy-to-use publicly-available game designed to allow human players to compete as agents against a machine algorithm. The algorithm learns play strategies from humans, reduces them to nine basic strategies, and uses this knowledge to build and adapt its collusion strategy. We use a tournament format to test our algorithm against human players as well as against other established multi-agent algorithms taken from the literature. Through these tournament experiments, we demonstrate how learning techniques adapted using human computation -- information obtained from both human and machine inputs -- can contribute to the development of an algorithm able to defeat two well-established multi-agent machine algorithms in tournament play.","PeriodicalId":220218,"journal":{"name":"2012 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology","volume":"222 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Developing a Repeated Multi-agent Constant-Sum Game Algorithm Using Human Computation\",\"authors\":\"Christopher G. Harris\",\"doi\":\"10.1109/WI-IAT.2012.175\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In repeated multi-agent constant-sum games, each player's objective is to maximize control over a finite set of resources. We introduce Tens potter, an easy-to-use publicly-available game designed to allow human players to compete as agents against a machine algorithm. The algorithm learns play strategies from humans, reduces them to nine basic strategies, and uses this knowledge to build and adapt its collusion strategy. We use a tournament format to test our algorithm against human players as well as against other established multi-agent algorithms taken from the literature. Through these tournament experiments, we demonstrate how learning techniques adapted using human computation -- information obtained from both human and machine inputs -- can contribute to the development of an algorithm able to defeat two well-established multi-agent machine algorithms in tournament play.\",\"PeriodicalId\":220218,\"journal\":{\"name\":\"2012 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology\",\"volume\":\"222 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-12-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/WI-IAT.2012.175\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/WI-IAT.2012.175","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Developing a Repeated Multi-agent Constant-Sum Game Algorithm Using Human Computation
In repeated multi-agent constant-sum games, each player's objective is to maximize control over a finite set of resources. We introduce Tens potter, an easy-to-use publicly-available game designed to allow human players to compete as agents against a machine algorithm. The algorithm learns play strategies from humans, reduces them to nine basic strategies, and uses this knowledge to build and adapt its collusion strategy. We use a tournament format to test our algorithm against human players as well as against other established multi-agent algorithms taken from the literature. Through these tournament experiments, we demonstrate how learning techniques adapted using human computation -- information obtained from both human and machine inputs -- can contribute to the development of an algorithm able to defeat two well-established multi-agent machine algorithms in tournament play.