Andriy Burkov
Laval University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Andriy Burkov.
Knowledge Engineering Review | 2014
Andriy Burkov; Brahim Chaib-draa
Repeated games are an important mathematical formalism to model and study long-term economic interactions between multiple self-interested parties (individuals or groups of individuals). They open attractive perspectives in modeling long-term multiagent interactions. This overview paper discusses the most important results that actually exist for repeated games. These results arise from both economics and computer science. Contrary to a number of existing surveys of repeated games, most of which originated from the economic research community, we are first to pay a special attention to a number of important distinctive features proper to artificial agents. More precisely, artificial agents, as opposed to the human agents mainly aimed by the economic research, are usually bounded whether in terms of memory or performance. Therefore, their decisions have to be based on the strategies defined using finite representations. Furthermore, these strategies have to be efficiently computed or approximated using a limited computational resource usually available to artificial agents.
international conference on machine learning and applications | 2008
Andriy Burkov; Brahim Chaib-draa
This paper treats the problem of distributed planning in general-sum stochastic games with communication when the model is known. Our main contribution is a novel, game theoretic approach to the problem of distributed equilibrium computation and selection. We show theoretically and via experiments that our approach, when adopted by all agents, facilitates an efficient distributed equilibrium computation and leads to a unique equilibrium selection in general-sum stochastic games with communication.
Applied Mathematics and Computation | 2015
Andriy Burkov; Brahim Chaib-draa
Game theory (GT) is an essential formal tool for interacting entities; however computing equilibria in GT is a hard problem. When the same game can be played repeatedly over time, the problem becomes even more complicated. The existence of multiple game states makes the problem of computing equilibria in such games extremely difficult. In this paper, we approach this problem by first proposing a method to compute a nonempty subset of approximate (up to any precision) subgame-perfect equilibria in repeated games. We then demonstrate how to extend this method to approximate all subgame-perfect equilibria in a repeated game, and also to solve more complex games, such as Markov chain games and stochastic games. We observe that in stochastic games, our algorithm requires additional strong assumptions to become tractable, while in repeated and Markov chain games it allows approximating all subgame-perfect equilibria reasonably fast and under considerably weaker assumptions than previous methods.
algorithmic decision theory | 2009
Andriy Burkov; Brahim Chaib-draa
We present an anytime multiagent learning approach to satisfy any given optimality criterion in repeated game self-play. Our approach is opposed to classical learning approaches for repeated games: namely, learning of equilibrium, Pareto-efficient learning, and their variants. The comparison is given from a practical (or engineering) standpoint, i.e., from a point of view of a multiagent system designer whose goal is to maximize the systems overall performance according to a given optimality criterion. Extensive experiments in a wide variety of repeated games demonstrate the efficacy of our approach.
canadian conference on artificial intelligence | 2007
Andriy Burkov; Abdeslam Boularias; Brahim Chaib-draa
Agent competition and coordination are two classical and most important tasks in multiagent systems. In recent years, there was a number of learning algorithms proposed to resolve such type of problems. Among them, there is an important class of algorithms, called adaptive learning algorithms, that were shown to be able to converge in self-play to a solution in a wide variety of the repeated matrix games. Although certain algorithms of this class, such as Infinitesimal Gradient Ascent (IGA), Policy Hill-Climbing (PHC) and Adaptive Play Q-learning (APQ), have been catholically studied in the recent literature, a question of how these algorithms perform versus each other in general form stochastic games is remaining little-studied. In this work we are trying to answer this question. To do that, we analyse these algorithms in detail and give a comparative analysis of their behavior on a set of competition and coordination stochastic games. Also, we introduce a new multiagent learning algorithm, called ModIGA. This is an extension of the IGA algorithm, which is able to estimate the strategy of its opponents in the cases when they do not explicitly play mixed strategies (e.g., APQ) and which can be applied to the games with more than two actions.
national conference on artificial intelligence | 2010
Andriy Burkov; Brahim Chaib-draa
Journal of Algorithms | 2009
Andriy Burkov; Brahim Chaib-draa
international conference on robotics and automation | 2007
Andriy Burkov; Brahim Chaib-draa
adaptive agents and multi-agents systems | 2007
Andriy Burkov; Brahim Chaib-draa
adaptive agents and multi-agents systems | 2007
Andriy Burkov; Brahim Chaib-draa