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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Software Agents for Learning Nash Equilibria in Non-Cooperative Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alfredo Garro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Iusi</string-name>
          <email>marco.iusi@tin.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>A. Garro is with the Department of Electronics</institution>
          ,
          <addr-line>Informatics and Systems (DEIS)</addr-line>
          ,
          <institution>University of Calabria</institution>
          ,
          <addr-line>Rende (CS), 87036</addr-line>
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>PPAD (polynomial parity argument, directed version) class was introduced by Papadimitriou in his seminal work in 1991 [20]</institution>
        </aff>
      </contrib-group>
      <fpage>10</fpage>
      <lpage>15</lpage>
      <abstract>
        <p>-This paper describes SALENE, a Multi Agent System (MAS) for learning Nash Equilibria in non-cooperative games. SALENE is based on the following assumptions: if agents representing the players act as rational players, i.e. they act to maximise their expected utility in each match of a game, and if such agents play k matches of the game they will converge in playing one of the Nash Equilibria of the game. SALENE can be conceived as a heuristic and efficient method to compute at least one Nash Equilibria in a non-cooperative game represented in its normal form.</p>
      </abstract>
      <kwd-group>
        <kwd>Multi-Agent Systems</kwd>
        <kwd>Game Theory</kwd>
        <kwd>Nash Equilibria</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Tcomputing Nash equilibria in non-cooperative games, is
he complexity of NASH [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], the problem consisting in
considered one of the most important open problem in
Complexity Theory [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. In 2005, Daskalakis, Goldbergy, and
Papadimitriou showed that the problem of computing a Nash
equilibrium in a game with four or more players is complete
for the complexity class PPAD1 [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], moreover, Chen and
Deng extended this result for 2-player games [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. However,
even in the two players case, the best algorithm known has an
exponential worst-case running time [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]; furthermore, if the
computation of equilibria with simple additional properties is
required, the problem immediately becomes NP-hard [
        <xref ref-type="bibr" rid="ref11 ref12 ref3 ref6">3, 6, 11,
12</xref>
        ].
      </p>
      <p>
        Motivated by these results, recent studies have dealt with
the problem of computing Nash Equilibria by exploiting
approaches based on the concepts of learning and evolution
[
        <xref ref-type="bibr" rid="ref10 ref15">10, 15</xref>
        ]. In these approaches the Nash Equilibria of a game
are not statically computed but are the result of the evolution
of a system composed by agents playing the game. In
particular, each agent after different rounds will learn to play a
strategy that, under the hypothesis of agents rationality, will
be one of the Nash equilibria of the game [
        <xref ref-type="bibr" rid="ref13 ref18 ref2 ref4 ref9">2, 4, 9, 13, 18</xref>
        ].
      </p>
      <p>In this paper we present SALENE, a MAS for learning
Nash Equilibria in non-cooperative games. In particular, given
a static non cooperative game described in its normal form,
the agents of the system will play the static game k times; after
each match each agent will decide which strategy to play in
the next match on the basis of his beliefs about the strategies
that the other agents are adopting. More specifically, each
agent assumes that his beliefs about the other players
strategies are correct and he plays a strategy that is a best
response to his beliefs. By increasing k the agents will
converge in playing one of the Nash equilibria of the game.</p>
      <p>This paper is structured as follows. In Section 2, a formal
definition of the problem will be given and the system
requirements detailed. In Section 3 and in Section 4 the design
and the implementation of SALENE will be described
respectively, then, in Section 5, some experimental results will
be shown. Finally, in Section 6, conclusions and future efforts
will be addressed.</p>
      <p>II. PROBLEM DEFINITION AND SYSTEM REQUIREMENTS
An n-person strategic game G can be defined as a tuple G
= (N; (Ai)iN; (ri)iN), where N = {1, 2,  , n} is the set of
players, Ai is a finite set of actions for player iN, and ri : A1 ×
 × An o  is the payoff function of player i. The set Ai is
called also the set of pure strategies of player i. The Cartesian
product ×iNAi = A1 ×  × An can be denoted by A and r : A o
N can denote the vector valued function whose ith
component is ri, i.e., r(a) = (r1(a),  , rn(a)), so it is possible
to write (N, A, r) for short for (N; (Ai)iN; (ri) iN).</p>
      <p>For any finite set Ai the set of all probability distributions
on Ai can be denoted by (Ai). An element i  (Ai) is a
mixed strategy for player i.</p>
      <p>A (Nash) equilibrium of a strategic game G = (N, A, r) is an
N-tuple of (mixed) strategies = ( i) iN, i  (Ai), such that
for every i  N and any other strategy of player i, i  (Ai),
ri( i, -i)  ri( i, -i), where ri denotes also the expected payoff
to player i in the mixed extension of the game and -i
represents the mixed strategies in of all the other players.
Basically, supposing that all the other players do not change
their strategies it is not possible for any player i to play a
different strategy i able to gain a better payoff of that gained
by playing i. i is called a Nash equilibrium strategy for
player i.</p>
      <p>
        In 1951 J. F. Nash proved that a strategic (non-cooperative)
game G = (N, A, r) has a (Nash) equilibrium [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]; in his
honour, the computational problem of finding such equilibria
is known as NASH [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        In order to exemplify the definitions given above let us
consider a game with two players (n=2) and |A1|=|A2|=m, i.e.,
the sets of pure strategies have both cardinality equals to m
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In this case the set of pure strategies for each player could
be identified with the ordered set M = {1, 2, . . . , m} and the
game could be represented by two m×m matrices B and W.
The first player is called the row player and the second player
is called the column player. If the row player plays strategy i
and the column player strategy j, the payoff will be Bij for the
first player and Wij for the second player.
      </p>
      <p>A mixed strategy, a probability distribution over pure
strategies, is a vector  M such that ¦sM F s 1 and for
every s  M, s  0.</p>
      <p>When the row player plays mixed strategy and the column
player plays mixed strategy , their expected payoffs will be,
respectively, F t BJ and F tWJ ( t is the transpose of vector
).</p>
      <p>A Nash Equilibrium of the game described by the matrices
B and W is a pair of mixed strategies ( , ) such that for all
mixed strategies F and J , of the row and the column player
respectively, F t BJ t F t BJ and F tWJ t F tWJ .</p>
      <p>Starting from the problem definition discussed above,
SALENE was conceived as a system for learning at least one
Nash Equilibrium of a non-cooperative game given in the
form G = (N; (Ai)iN; (ri)iN). In particular, the system asks the
user for:
- the number n of the players which defines the set of
players N = {1, 2,  , n};
- for each player iN, the related finite set of pure
strategies Ai and his payoff function ri : A1 ×  × An o
;
- the number k of times the players will play the game.</p>
      <p>
        Then, the system creates n agents, one associated to each
player, and a referee. The players and the referee both know
that G is the actual game to be played, i.e. there is complete
information [
        <xref ref-type="bibr" rid="ref19 ref8">8, 19</xref>
        ]. Each player is a rational player i.e. his
goal is to maximise his expected utility/payoff2. In particular,
in SALENE a rational player acts to maximise his expected
utility in each single match without considering the overall
utility that he could obtain in a set of matches.
      </p>
      <p>
        This kind of agents will play the game G k times, after each
match, each agent will decide the strategy to play in the next
match to maximise his expected utility on the basis of his
beliefs about the strategies that the other agents are adopting.
By increasing k the agents will converge in playing one of the
Nash Equilibria of the game. This conclusion relays on the
hypothesis that the agents will act as rational players and
derives straightly from the assumptions on which the Nashs
theorem is based [
        <xref ref-type="bibr" rid="ref17 ref19 ref25 ref8">8, 17, 19, 25</xref>
        ].
      </p>
      <p>2 Payoffs are numeric representations of the utility obtainable by a player
in the different outcomes of a game.</p>
    </sec>
    <sec id="sec-2">
      <title>III. SYSTEM DESIGN</title>
      <p>On the basis of the requirements highlighted in the previous
section the SALENE (Software Agent for LEarning Nash
Equilibria) MAS was designed. The class diagram of
SALENE is shown in Figure 1.</p>
      <p>FIPAAgent
1</p>
      <p>1
ManagerAgent</p>
      <p>GameDefinition</p>
      <p>The Manager Agent interacts with the user and it is
responsible for the global behaviour of the system. In
particular, after having obtained from the user the input
parameters G and k (see section II), the Manager Agent
creates both n Player Agents, one associated to each player,
and a Referee Agent that coordinates and monitors the
behaviours of the players. The Manager Agent sends to all the
agents the definition G of the game then he asks the Referee
Agent to orchestrate k matches of the game G. In each match,
the Referee Agent asks each Player Agent which pure strategy
he has decided to play, then, after having acquired the
strategies from all players, the Referee Agent communicates
to each Player Agent both the strategies played and the
payoffs gained by all players. After playing k matches of the
game G the Referee Agent communicates all the matches
data to the Manager Agent which analyses it and properly
presents the obtained results to the user.</p>
      <p>
        A Player Agent is a rational player that, given the game
definition G, acts to maximise his expected utility in each
single match of G. In particular the behaviour of the Player
Agent i can be described by the following main steps:
1. In the first match the Player Agent i chooses to play a
pure strategy randomly generated considering all the pure
strategies playable with the same probability: if |Ai|=m the
probability of choosing a pure strategy sAi is 1/m.
2. The Player Agent i waits for the Referee Agent to ask him
which strategy he wants to play, then he communicates to
the Referee Agent the chosen pure strategy as computed
in step 1 if he is playing his first match or in step 4
otherwise;
3. The Player Agent waits for the Referee Agent to
communicate him both the pure strategies played and the
payoffs gained by all players;
4. The Player Agent decides the mixed strategy to play in
the next match. In particular, the Player Agent updates the
beliefs about the mixed strategies currently adopted by
the other players and consequently recalculate the
strategy able to maximise his expected utility. Basically,
the Player Agent i tries to find the strategy i  (Ai),
such that for any other strategy i  (Ai), ri( i, -i) 
ri( i, -i) where ri denotes his expected payoff and -i
represents his beliefs about the mixed strategies currently
adopted by all the other players, i.e. -i=( j)jN,ji, j 
(Aj). In order to evaluate j for each other player ji the
Player Agent i considers the pure strategies played by the
player j in all the previous matches and computes the
frequency of each pure strategy, this frequency
distribution will be the estimate for j. If there is at least
an element in the actually computed set -i=( j)jN,ji that
differs from the set -i as computed in the previous match,
the Player Agent i solves the inequality ri( i, -i)  ri( i, -i)
that is equivalent to solve the optimization problem
P={max(ri( i, -i)), i (Ai)}. It is worth noting that P is
a linear optimization problem, actually, given the set -i,
ri( i, -i) is a linear objective function in i (see the two
players example reported in Section II), and with |Ai|=m
i (Ai) is a vector  M such that ¦sM F s 1 and for
every sM s0, so the constraint i (Ai) is a set of
m+1 linear inequalities. P is solved by the Player Agent
by using an efficient method for solving problems in
linear programming [
        <xref ref-type="bibr" rid="ref14 ref16">14, 16</xref>
        ], in particular the
predictorcorrector method of Mehrotra [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], whose complexity is
polynomial for both average and worst case. The obtained
solution for i is a pure strategy because it is one of the
vertices of the polytope which defines the feasibility
region for P. The obtained strategy i will be played by
the Player Agent i in the next match; ri( i, -i) represents
the expected payoff to player i in the next match;
5. back to step 2.
      </p>
      <p>The Manager Agent, receives from the Referee Agent all
the data about the k matches of the game G and computes an
estimate of a Nash Equilibrium of G, i.e. an N-tuple =( i)iN,
i (Ai). In particular, in order to estimate i (the Nash
equilibrium strategy of the player i), the Manager Agent
computes, on the basis of the pure strategies played by the
player i in each of the k match, the frequency of each pure
strategy: this frequency distribution will be the estimate for i.
The so computed set =( i)iN, i (Ai) will be then
properly proposed to the user together with the data exploited
for its estimation.</p>
    </sec>
    <sec id="sec-3">
      <title>IV. SYSTEM IMPLEMENTATION The JADE-based classes of SALENE were straightforwardly derived from the class diagram reported in Figure 1. In particular:</title>
      <sec id="sec-3-1">
        <title>ManagerAgent, RefereeAgent and PlayerAgent extend the</title>
        <p>
          Agent class of JADE [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ];
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>ManagerBehaviour,RefereeBehaviour and PlayerBehaviour</title>
        <p>extend FSMBehaviour class of JADE which models a
complex task whose sub-tasks correspond to the activities
performed in the states of a finite state machine. In
particular, the behaviours of both the Referee and the
Player Agent are also cyclic.</p>
        <p>The interactions among SALENE Agents are appositely
defined through sequences of ACL messages instances of the
ACLMessage class of JADE.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>V. EXPERIMENTAL RESULTS</title>
      <p>SALENE was tested on different games that differ from
each other both in the number and in the kind of Nash
Equilibria. This section presents the results obtained for three
popular games: (1) The Prisoners Dilemma which has one
pure Nash Equilibrium (that is an equilibrium in which all the
players play a pure strategy); (2) Matching Pennies which has
one mixed Nash Equilibrium (that is an equilibrium in which
at least one player plays a mixed strategy); (2) Battle of the
Sexes which has three Nash Equilibria (two Pure Equilibria
and one Mixed Equilibrium).</p>
      <sec id="sec-4-1">
        <title>A. The Prisoners Dilemma</title>
        <p>
          An informal description of the Prisoners Dilemma can be
found in [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Formally, in a game G of Prisoners Dilemma
(PD), two players (n=2) simultaneously choose a move, either
cooperate (c) or defect (d), so A1=A2={c,d} and
|A1|=|A2|=m=2. There are thus four possible outcomes for each
encounter: both cooperate (cc), the first player cooperates,
while the second defects (cd), vice versa (dc), and both
players defect (dd). Each player receives a payoff after each
encounter as reported in Table Ia-b. Table I semantic derives
straightly from the bimatrix representation of a two-player
game as discussed in Section II. In particular, the move of
Player 1 determines the row, the move of Player 2 determines
the column, and the pair (X,Y) in the corresponding cell
indicates that payoff of Player 1 is X and the payoff of Player
2 is Y. Regarding the payoffs reported in Table Ia the
following order must hold: T&gt;R&gt;P&gt;L. Table Ib shows a valid
assignment for the payoffs.
        </p>
        <p>
          By looking at Table Ib, it is possible to note that for Player
1 d is the best response to c (10&gt;6) and d is also the best
response to d (3&gt;0). The same is true for Player 2, so both
players rationally will play their pure strategy d that is their
dominant strategy. Formally, the Prisoners Dilemma has one
Nash Equilibrium ={ 1, 2}={ , }, 1 (A1), 2  (A2),
 2,  2, where =[
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ] and =[
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ].
        </p>
        <p>In order to compare the analytical result with the result
obtainable in SALENE we ran 30 experiments each consisting
of 100 matches (k=100) of the Prisoners Dilemma. In the
case of the Prisoners Dilemma the expected result was that as
soon as a Player Agent played his dominant strategy d, he
would never change his choice, so after few matches the
Player Agents played both their dominant strategy d so
converging in playing the Nash Equilibrium of the game. The
experiments confirm the expected result, as an example Figure
2a-b reports one of the experiments carried out. In particular,
Figure 2a(2b) shows the strategy played by Player 1(Player 2)
in each of the k match of an experiment. As showed in Figure
2a-b, after few matches both the Player Agents play their pure
strategy d as required by the Nash Equilibrium of the game.
c
d
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20</p>
        <p>match
(b) Strategy played by Player 2</p>
        <p>Fig. 2. The Prisoners Dilemma: experimental results</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Matching Pennies</title>
        <p>An informal description of the Matching Pennies game
follows: the game is played between two players, each player
has a penny and must secretly turn it to heads or tails, the
players then reveal their choices simultaneously; if the pennies
match (both heads or both tails), Player 1 receives S dollars
from Player 2. If the pennies do not match (one heads and one
tails), Player 2 receives S dollars from Player 1. This is an
example of a zero-sum game, where one player's gain is
exactly equal to the other player's loss. Formally, in a game G
of Matching Pennies (MP), two players (n=2) simultaneously
choose a move, either heads (h) or tails (t), so A1=A2={h,t}
and |A1|=|A2|=m=2. Each player receives a payoff after each
encounter as reported in Table IIa-b.
(a) Strategy played by Player 1
(b) Strategy played by Player 2</p>
        <p>Fig. 3. Matching Pennies: experimental results</p>
        <p>Matching Pennies has no pure strategy Nash equilibrium
since there is no pure strategy (heads or tails) that is a best
response to a best response, i.e. a dominant strategy.
Alternatively, there is not a pure strategy that a player would
ever change when told the pure strategy played by the other
player. Instead, the unique Nash equilibrium of Matching
Pennies is in mixed strategies: each player chooses heads or
tails with equal probability. In this way, each player makes the
other indifferent in choosing heads or tails, so neither player
has an incentive to try another strategy. Formally, Matching
Pennies has one mixed Nash Equilibrium ={ 1, 2}={ , },
1 (A1), 2  (A2),  2,  2, where =[0.5, 0.5]
and =[0.5, 0.5].</p>
        <p>In order to compare the analytical result with the result
obtainable in SALENE we ran 30 experiments each consisting
of 100 matches (k=100) of Matching Pennies. The expected
result was that, analyzing the pure strategies played by each
player in each of the k match, their frequency distribution
would asymptotically converge to the mixed Nash
Equilibrium of the game. The experiments confirm the
expected result: by increasing k the computed frequency
distributions asymptotically converge to the mixed Nash
Equilibria of the game. As an example Figure 3a-b reports one
of the experiments carried out. In this case the computed
frequency distributions were: 1= =[0.49, 0.51] and
2= =[0.49, 0.51].</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Battle of Sexes</title>
        <p>An informal description of the Battle of Sexes game
follows: a man and a woman plan to meet after work to attend
an event: an opera or a football match, but they can not
communicate so they have to choose separately where to go.
The woman prefers the opera to the football match, whereas
the man prefers the football match to the opera, but both
prefer to be together at either event than alone at either one.
More formally in a game G of Battle of Sexes (BS), two
players (n=2) simultaneously choose a move, either opera (o)
or football (f), so A1=A2={o,f} and |A1|=|A2|=m=2. Each
player receives a payoff after each encounter as reported in
Table IIIa-b. Regarding the payoffs reported in Table IIIa the
following order must hold: T&gt;R&gt;L. Table IIIb shows a valid
assignment for the payoffs.</p>
        <p>III={V I1II ,V I2II }={ III, III}, V I1II  (A1), V I2II  (A2), III 
 , III  2, where III =[2/3, 1/3] and III=[1/3, 2/3];
2</p>
        <p>In order to compare the analytical result with the result
obtainable in SALENE, we ran 30 experiments each
consisting of 100 matches (k=100) of the Battle of Sexes.
Battle of Sexes presents an interesting case for games theory
since each of the Nash Equilibria is deficient in some way.
The two pure strategy Nash Equilibria are unfair, one player
consistently does better than the other. In the mixed strategy
Nash Equilibrium the players will be together at the same
event with probability 4/9 and will be alone with probability
5/9, leaving each player with an expected payoff of 10/9 that
is very low if compared with the expected payoff of the two
pure Nash Equilibria.</p>
        <p>The expected result was that as soon as both the Player
Agents played the same pure strategy (o or f), i.e. one of the
Pure Nash Equilibria of the game, the Agents would never
change their choices: the Player who plays his favorite
strategy will not have incentive to change it, the player who
does not play his favorite strategy will not change it because
in this case his expected payoff will get worse in the next
match. In particular, after 1 or h*(T+R) matches, kh1, there
is a probability of 50% that from this match on the Player
Agents will converge in playing one of the Pure Nash
Equilibria of the game.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20</p>
        <p>match
(b) Strategy played by Player 2</p>
        <p>Fig. 4. Battle of Sexes: experimental results</p>
        <p>The experiments confirm the expected result: in all the
experiments after 1 or h*(T+R) matches the Player Agents
play one of the two pure Nash Equilibria of the game. As an
example Figure 4a-b reports one of the experiments carried
out, in this case the played Nash Equilibrium was I.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>VI. CONCLUSIONS</title>
      <p>The complexity of NASH, the problem consisting in
computing Nash equilibria in non-cooperative games, is still
debated, but even in the two players case, the best algorithm
known has an exponential worst-case running time. Starting
from these considerations SALENE, a MAS for learning Nash
Equilibria in non cooperative games, was developed.
SALENE is based on the assumptions that if agents
representing the players act as rational players, i.e. if each
player acts to maximise his expected utility in each match of a
game G, and if such agents play k matches of G they will
converge in playing one of the Nash Equilibria of the game. In
particular, after each match each agent decides the strategy to
play in the next match on the basis of his beliefs about the
strategies that the other agents are adopting. More specifically,
each agent assumes that his beliefs about the other players
strategies are correct and plays a strategy that is a best
response to his beliefs. Analyzing the behaviour of each agent
in all the k matches of G, SALENE presents to the user an
estimate of a Nash Equilibrium of the game.</p>
      <p>A set of experiments was carried out on different games
that differ from each other both in the number and in the kind
of Nash Equilibria. The experiments demonstrated that:
- if the game has one Pure Nash Equilibrium the agents
converge in playing this equilibrium;
- if the game has one Mixed Nash Equilibrium, the
frequency distributions of the pure strategies played by
each player asymptotically converge to the mixed Nash
Equilibrium of the game;
- if the game has p&gt;1 Pure Nash Equilibria and s&gt;1 Mixed
Nash Equilibria the agents converge in playing one of the
p Pure Nash Equilibria.</p>
      <p>
        SALENE can be conceived as a heuristic and efficient
method for computing at least one Nash Equilibria in a
noncooperative game represented in its normal form; actually, the
learning algorithm adopted by the Player Agents has a
polynomial running time [
        <xref ref-type="bibr" rid="ref14 ref16">14, 16</xref>
        ] for both average and worst
case.
      </p>
      <p>Efforts are currently underway to: (i) evaluate different
learning algorithms and extensively testing them on complex
games; (ii) let the user ask for the computation of equilibria
with simple additional properties.</p>
    </sec>
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