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Learning Mixed Strategies in Trajectory Games

2022/04/30 by Lasse Peters, Peters, Lasse, David Fridovich-Keil +9 · 1 citation
Computer Science · Economics, Econometrics and Finance · #Artificial Intelligence in Games #Computer Science and Game Theory (cs.GT) #FOS: Computer and information sciences #FOS: Electrical engineering #Multiagent Systems (cs.MA) #Sports Analytics and Performance #Systems and Control (eess.SY) #electronic engineering #information engineering

paper · pdf · doi:10.48550/arxiv.2205.00291

openalex publication_date 2022/04/30 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28

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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