Learning Mixed Strategies in Trajectory Games

Conference Paper (2022)
Author(s)

L. Peters (TU Delft - Learning & Autonomous Control)

David Fridovich-Keil (The University of Texas at Austin)

L. Ferranti (TU Delft - Learning & Autonomous Control)

Cyrill Stachniss (Universität Bonn)

J. Alonso-Mora (TU Delft - Learning & Autonomous Control)

Forrest Laine (Vanderbilt University)

Research Group
Learning & Autonomous Control
DOI related publication
https://doi.org/10.15607/RSS.2022.XVIII.051
More Info
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Publication Year
2022
Language
English
Research Group
Learning & Autonomous Control
Bibliographical Note
Funding Information: This work was supported in part by the National Police of the Netherlands. All content represents the opinion of the authors, which is not necessarily shared or endorsed by their respective employers and/or sponsors. L. Ferranti received support from the Dutch Science Foundation NWOTTW within the Veni project HARMONIA (nr. 18165).@en
ISBN (print)
9780992374785
ISBN (electronic)
978-0-9923747-8-5
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Abstract

In multi-agent settings, game theory is a natural framework for describing the strategic interactions of agents whose objectives depend upon one another’s behavior. Trajectory games capture these complex effects by design. In competitive settings, this makes them a more faithful interaction model than traditional “predict then plan” approaches. However, current game-theoretic planning methods have important limitations. In this work, we propose two main contributions. First, we introduce an offline training phase which reduces the online computational burden of solving trajectory games. Second, we formulate a lifted game which allows players to optimize multiple candidate trajectories in unison and thereby construct more competitive “mixed” strategies. We validate our approach on a number of experiments using the pursuit-evasion game “tag.”

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