Learning to cooperate in multi-agent social dilemmas
By Enrique Munoz de Cote, Alessandro Lazaric, Marcello Restelli. 2006
59 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Management Science and Operations Research, Sociology and Political Science
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Karl Tuyls
- Klaus-Jürgen Diepold
- Sven Gronauer
- Thore Graepel
- Marc Lanctot
- Vinícius Flores Zambaldi
- Joel Z. Leibo
- Nadine Le Fort-Piat
In Management Science and Operations Research
- Karl Tuyls
- Klaus-Jürgen Diepold
- Sven Gronauer
- Nadine Le Fort-Piat
- Guillaume J. Laurent
- Laëtitia Matignon
- Thore Graepel
- Vinícius Flores Zambaldi
In Sociology and Political Science
- Nadine Le Fort-Piat
- Guillaume J. Laurent
- Laëtitia Matignon
- Thore Graepel
- Joel Z. Leibo
- Marc Lanctot
- Janusz Marecki
- Karl Tuyls
Citations in the corpus
- Multi-agent Reinforcement Learning in Sequential Social Dilemmas (2017, background): “Our main result is that both of the SSDs we considered, Gathering and Wolfpack, have empirical payoff matrices that are Prisoner’s Dilemma (PD).”
- The world of independent learners is not markovian (2011, background): “All the recent surveys and many works on multiagent learning mention this fact as a key challenge [5, 35, 21, 24, 38, 10, 6, 32, 39, 26, 13, 40].”
- Multi-agent deep reinforcement learning: a survey (2021, background): “Social dilemmas have long been studied as conflict scenario in which agents gauge between individualistic and collective profits (Crandall and Goodrich 2011; De Cote et al. 2006).”
- Inequity aversion improves cooperation in intertemporal social dilemmas (2018, methodology): “oposed influential models based on behavioral game theory. However, these models have limited applicability since they only generate predictions when the problem can be cast as a matrix game (see e.g. [12, 13]). Here we consider a more realistic video-game setting, like those introduced in the behavi”