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Co-Learning Empirical Games and World Models

Multiagent Systems · Submitted 23 May 2023

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim When compared to PSRO -- a baseline empirical-game building algorithm, Dyna-PSRO is found to compute lower regret solutions on partially observable general-sum games.

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arXiv ID2305.14223 (version 1)
Pith IDQPQACTUK, Pith's permanent record of this paper and its review
CitationMax Olan Smith, Michael P. Wellman. "Co-Learning Empirical Games and World Models." arXiv:2305.14223 (2023). https://pith.science/paper/QPQACTUK
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What the abstract itself states, as probabilities: claims first 0.12 · states limitation 0.14 · human participants 0.03 · controlled comparison 0.96 · randomized assignment 0.01 · states quantitative result 0.09 · compares with prior results 0.98 · mentions code or data availability 0.02.

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arXiv listing abstract v1. Results and the main claim are underlined; .

Game-based decision-making involves reasoning over both world dynamics and strategic interactions among the agents. Typically, empirical models capturing these respective aspects are learned and used separately. We investigate the potential gain from co-learning these elements: a world model for dynamics and an empirical game for strategic interactions. Empirical games drive world models toward a broader consideration of possible game dynamics induced by a diversity of strategy profiles. Conversely, world models guide empirical games to efficiently discover new strategies through planning. We demonstrate these benefits first independently, then in combination as realized by a new algorithm, Dyna-PSRO, that co-learns an empirical game and a world model. When compared to PSRO -- a baseline empirical-game building algorithm, Dyna-PSRO is found to compute lower regret solutions on partially observable general-sum games. In our experiments, Dyna-PSRO also requires substantially fewer experiences than PSRO, a key algorithmic advantage for settings where collecting player-game interaction data is a cost-limiting factor.

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What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 Game-based decision-making involves reasoning over both world dynamics and strategic interactions among the agents. background 1.00 0.04 0.02 asserted 1.00
s1 Typically, empirical models capturing these respective aspects are learned and used separately. background 0.74 0.05 0.02 asserted 1.00
s2 We investigate the potential gain from co-learning these elements: a world model for dynamics and an empirical game for strategic interactions. contribution 0.94 0.29 0.08 hedged possibility 0.73
s3 Empirical games drive world models toward a broader consideration of possible game dynamics induced by a diversity of strategy profiles. interpretation 0.39 0.35 0.10 asserted 0.97
s4 Conversely, world models guide empirical games to efficiently discover new strategies through planning. method 0.38 0.38 0.10 asserted 0.99
s5 We demonstrate these benefits first independently, then in combination as realized by a new algorithm, Dyna-PSRO, that co-learns an empirical game and a world model. contribution 0.91 0.94 0.32 asserted 1.00
s6 When compared to PSRO -- a baseline empirical-game building algorithm, Dyna-PSRO is found to compute lower regret solutions on partially observable general-sum games. result 1.00 0.95 0.47 asserted 1.00
s7 In our experiments, Dyna-PSRO also requires substantially fewer experiences than PSRO, a key algorithmic advantage for settings where collecting player-game interaction data is a cost-limiting factor. result 0.95 0.96 0.18 asserted 1.00

What kind of paper the classifier reports this is: method or tool 1.00 · evidence from simulation or computation 0.58.

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Original abstract

Game-based decision-making involves reasoning over both world dynamics and strategic interactions among the agents. Typically, empirical models capturing these respective aspects are learned and used separately. We investigate the potential gain from co-learning these elements: a world model for dynamics and an empirical game for strategic interactions. Empirical games drive world models toward a broader consideration of possible game dynamics induced by a diversity of strategy profiles. Conversely, world models guide empirical games to efficiently discover new strategies through planning. We demonstrate these benefits first independently, then in combination as realized by a new algorithm, Dyna-PSRO, that co-learns an empirical game and a world model. When compared to PSRO -- a baseline empirical-game building algorithm, Dyna-PSRO is found to compute lower regret solutions on partially observable general-sum games. In our experiments, Dyna-PSRO also requires substantially fewer experiences than PSRO, a key algorithmic advantage for settings where collecting player-game interaction data is a cost-limiting factor.

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