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The Art of War: Beyond Memory-one Strategies in Population Games

机译:孙子兵法:超越人口游戏中的记忆一策略

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摘要

We show that the history of play in a population game contains exploitable information that can be successfully used by sophisticated strategies to defeat memory-one opponents, including zero determinant strategies. The history allows a player to label opponents by their strategies, enabling a player to determine the population distribution and to act differentially based on the opponent’s strategy in each pairwise interaction. For the Prisoner’s Dilemma, these advantages lead to the natural formation of cooperative coalitions among similarly behaving players and eventually to unilateral defection against opposing player types. We show analytically and empirically that optimal play in population games depends strongly on the population distribution. For example, the optimal strategy for a minority player type against a resident TFT population is ALLC, while for a majority player type the optimal strategy versus TFT players is ALLD. Such behaviors are not accessible to memory-one strategies. Drawing inspiration from Sun Tzu’s the Art of War, we implemented a non-memory-one strategy for population games based on techniques from machine learning and statistical inference that can exploit the history of play in this manner. Via simulation we find that this strategy is essentially uninvadable and can successfully invade (significantly more likely than a neutral mutant) essentially all known memory-one strategies for the Prisoner’s Dilemma, including ALLC (always cooperate), ALLD (always defect), tit-for-tat (TFT), win-stay-lose-shift (WSLS), and zero determinant (ZD) strategies, including extortionate and generous strategies.
机译:我们证明了人口游戏中的游戏历史包含可利用的信息,这些信息可以被复杂的策略成功地用来击败记忆一的对手,包括零决定因素策略。历史记录使玩家能够通过他们的策略来标记对手,从而使玩家能够确定人口分布并在每次成对互动中根据对手的策略采取不同的行动。对于囚徒困境,这些优势导致行为相似的玩家之间自然形成合作联盟,并最终单方面背叛对手类型的玩家。我们通过分析和经验证明,人口博弈中的最佳游戏在很大程度上取决于人口分布。例如,针对少数族裔类型的常驻TFT人群的最佳策略是ALLC,而针对多数族裔类型的最佳策略对TFT玩家的最佳策略是ALLD。记忆一策略无法访问此类行为。借鉴《孙子兵法》的灵感,我们基于机器学习和统计推断技术,以这种方式利用游戏历史,为人口游戏实施了一种非记忆策略。通过仿真我们发现,该策略基本上是不可入侵的,并且可以成功地入侵(比中性突变体更可能发生),基本上可以解决囚徒困境的所有已知记忆一策略,包括ALLC(始终合作),ALLD(始终缺陷),tit- for-tat(TFT),win-stay-loose-shift(WSLS)和零决定因素(ZD)策略,包括敲诈和慷慨策略。

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