Research map / Learning theory and algorithms / Submodular and game algorithms
Double Oracle Algorithm for Computing Equilibria in Continuous Games
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use the double oracle algorithm instead of fictitious play | continuous polynomial game G1 · G1 | convergence speed | Helped |
| use the double oracle algorithm instead of fictitious play | continuous game G2 (Townsend function) · G2 | convergence speed | Helped |
| use the double oracle algorithm instead of fictitious play | continuous Colonel Blotto game · Colonel Blotto | convergence speed | Helped |
| initialize both players' strategy sets with the battlefield corner points instead of a random point (ablation) | double oracle for Colonel Blotto · Colonel Blotto, 3 battlefields, equal weights | convergence speed | Helped |
| initialize both players' strategy sets with the whole grid (ablation) | double oracle for Colonel Blotto · Colonel Blotto, 3 battlefields | iterations to convergence | Helped |
| use a random initial strategy instead of grid-aligned initial strategies (ablation) | double oracle for Colonel Blotto · Colonel Blotto, 3 battlefields | convergence speed | Hurt |
| vary the battlefield count while holding c fixed (ablation) | double oracle for Colonel Blotto · Colonel Blotto, 3 and 10 battlefields, c=1/16 | convergence speed | No clear effect |
| vary c (ablation) | double oracle for Colonel Blotto · Colonel Blotto | convergence speed | Mixed |
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