2022
DOI: 10.1016/j.artint.2021.103645
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Rethinking formal models of partially observable multiagent decision making

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Cited by 20 publications
(11 citation statements)
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“…First, the fully observable case represents an important baseline for this new model class, against which partially observable scenarios can later be evaluated. Second, the solution presented here can be directly used when converting imperfect-information games to perfect information, such as the mechanism described in [9,17].…”
Section: Definition 7 (Ns-csgmentioning
confidence: 99%
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“…First, the fully observable case represents an important baseline for this new model class, against which partially observable scenarios can later be evaluated. Second, the solution presented here can be directly used when converting imperfect-information games to perfect information, such as the mechanism described in [9,17].…”
Section: Definition 7 (Ns-csgmentioning
confidence: 99%
“…As discussed later, this paper assumes a fully observable game setting; a natural extension would be a semantics for NS-CSGs using partially observable stochastic games (POSGs). A variant of POSGs, called factored-observation stochastic games (FOSGs), was recently proposed [17,33] distinguishing between private and public observations in a similar fashion to our NS-CSG model but for finite-state models with no NNs. Partial observability in FOSGs is dealt with via a mechanism for converting imperfect-information games into continuous-state (public belief state) perfectinformation games [9,17] such that many techniques for perfect-information games can also be applied to them.…”
Section: Introductionmentioning
confidence: 99%
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“…Here, we give a concise introduction to necessary concepts, which are based on the Factored-Observation Stochastic Games (FOSG) formalism. For further details on the formalism, see [40,64].…”
Section: Background and Terminologymentioning
confidence: 99%
“…In practice, rather than using h as input to our approximators, we use a concatenation of all players' observations, i.e. an encoding of the augmented information states or action-observation histories[10,22]. In some games this is sufficient to recover a full history.…”
mentioning
confidence: 99%