Research map / Learning theory and algorithms / Submodular and game algorithms
Solving Partially Observable Stochastic Games with Public Observations
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| increase attack time from t=3 to t=4 | PO-POSG algorithm · Patrolling | instances solved in under 20 minutes: 97 -> 82 | Hurt |
| skip Lipschitz envelope computation | PO-POSG algorithm · Patrolling | convergence | No clear effect |
| move from Patrolling to Lasertag domain | PO-POSG algorithm · Lasertag 4x4 | instances terminated in 5h: 16 of 20 not terminated | Hurt |
| reduce grid from 4x4 to 3x3 | PO-POSG algorithm · Lasertag | solve time: less than 8 seconds | Helped |
| larger patrolling graph (11 to 13 vertices) | PO-POSG algorithm · Patrolling t=4 | solve time (s): 307s -> 11004s | Hurt |
| pruning of alpha-beta vectors | PO-POSG algorithm · Patrolling 13-vertex | vectors retained: 50404 -> 22126 pruned | Helped |
| modify epsilon between iterations (eps_imm) | PO-POSG algorithm · all | trial length | Mixed |
| switch from Patrolling to Lasertag | PO-POSG algorithm · pruning cost | runtime share of pruning: 5% -> 22% | Hurt |
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