DocumentCode
3715993
Title
A computationally efficient implementation of fictitious play in a distributed setting
Author
Brian Swenson;Soummya Kar;João Xavier
Author_Institution
Department of Electrical and Computer Engineering, Carnegie Mellon University, Pittsburgh, PA 15213, USA
fYear
2015
Firstpage
1043
Lastpage
1047
Abstract
The paper deals with distributed learning of Nash equilibria in games with a large number of players. The classical fictitious play (FP) algorithm is impractical in large games due to demanding communication requirements and high computational complexity. A variant of FP is presented that aims to mitigate both issues. Complexity is mitigated by use of a computationally efficient Monte-Carlo based best response rule. Demanding communication problems are mitigated by implementing the algorithm in a network-based distributed setting, in which player-to-player communication is restricted to local subsets of neighboring players as determined by a (possibly sparse, but connected) preassigned communication graph. Results are demonstrated via a simulation example.
Keywords
"Games","Signal processing algorithms","Heuristic algorithms","Computational complexity","Europe","Signal processing"
Publisher
ieee
Conference_Titel
Signal Processing Conference (EUSIPCO), 2015 23rd European
Electronic_ISBN
2076-1465
Type
conf
DOI
10.1109/EUSIPCO.2015.7362542
Filename
7362542
Link To Document