Experiments of Probabilistic Model Checking Multi-agent Behaviors in Dispersion Game


                                           

This webpage is used to give more details of the experiments in Probabilistic Model Checking Multi-agent Behaviors in Dispersion Game. All the examples are available here.

We use model checker PAT to fulfill these experiments on a PC with 2 Intel Xeon CPUs at 2.13GHz and 32GB RAM, and in the following are two strategies of dispersion game we use in our paper, which is a typical example of multi-agent learning problem.

 

·         Basic Simple Strategy

·         Extended Simple Strategy

·         Experiments compared with PRISM model checker


 

Basic Simple Strategy[1]                          

BSS is a novel strategy for agents to make decisions in repeated dispersion game proposed by Alpern. This strategy is only suitable for the case when the number of agents n is equal to the number of actions. In each round, the agent simultaneously choose their actions in a probabilistic manner based on the outcome of previous round.

 

For this case, we are focusing on two properties: convergence and convergence rate.

Convergence: this is to check the probability that the BSS strategy will stabilize on an MDO state, which is represent in LTL as System |= <>[] MDO. The results are listed in the following table.

A printable version of BSS(Agents=Actions=4) model as an example is available here.

 

System

Prob of Converge

Time (s)

States

Agents=Actions=3

1

0.045

698

Agents=Actions=4

1

0.787

8412

Agents=Actions=5

1

12.026

99168

Agents=Actions=6

1

945.853

1211808

Agents=Actions=7

1

67421

14925310

Table 1: Converge probability for BSS system.

            

           From Table 1, we could conclude that for BSS strategy, it will always encounter a convergence state which is an MDO state. The state space and verification times are growing rapidly when the number of actions increases.

 

1.      Convergence rate: this is used to check how fast the converge could occur in terms of the number of rounds the strategy executes. We slightly change the BSS model by adding a round counter to record which round the system is in. The property is represented as System reaches MDO’, and MDO’ is defined as get into the MDO state within a specific number of rounds. The results are shown in figure 1.

 

A printable version of BSS(Agents=Actions=4, round counter added) model as an example is available here.

BSS.jpg

Figure 1: Convergence probability within different rounds in BSS with different number of agents n

 

           From Figure 1, we could conclude that for BSS strategy, after 14 rounds, the system will get into the MDO state with probability 1. The smaller of the number of actions, the faster.

 

 


 

Extended Simple Strategy[2]                  

ESS is an extension of BSS in the way that the number of agents could be more than the number of actions, which is studied in[2].

 

For this case, we are also focusing on two properties: convergence and convergence rate.

1.      Convergence: this is to check the probability that the ESS strategy will stabilize on an MDO state, which is represent in LTL as System |= <>[] MDO. The results are listed in Table 3.

A printable version of ESS(Agents=4, Actions=2) model as an example is available here.

 

System

Prob of Converge

Time (s)

States

Agents=3, Actions=2

0

0.222

204

Agents=3, Actions=3

1

0.239

698

Agents=4, Actions=2

1

0.229

316

Agents=4, Actions=3

0

0.459

2337

Agents=4, Actions=4

1

1.119

7176

Agents=5, Actions=2

0

0.246

580

Agents=5, Actions=3

0

1.312

4880

Agents=5, Actions=4

0

8.957

29076

Agents=6, Actions=2

1

0.238

800

Agents=6, Actions=3

1

1.302

7196

Agents=6, Actions=4

0

103.87

69558

Agents=7, Actions=2

0

0.289

1262

Agents=7, Actions=3

0

6.238

16108

Agents=7, Actions=4

0

816.54

145972

Agents=8, Actions=2

1

0.454

1628

Agents=8, Actions=3

0

30.189

26763

Agents=8, Actions=4

1

196.42

206216

Agents=9, Actions=2

0

0.567

2342

Agents=9, Actions=3

1

20.806

35228

Agents=9, Actions=4

0

8679.7

516322

Agents=10, Actions=2

1

1.083

2892

Agents=10, Actions=3

0

120.53

64390

Agents=10, Actions=4

0

44111

925340

Table 2: Converge probability for ESS system.

            

           From Table 3, we could conclude that for ESS strategy, in some cases the system cannot get into a convergence state. This is decided by the relation between the number of agents and the number of actions. This phenomena inspires us to explore another interesting property in ESS: what is the probability that after getting into a MDO state, the system will exit from it in the following round?          

 

           The property is represented as System |=! MDO U (MDO && X(m) !MDO), which means system will entrance an MDO state and then in the next round, it exits from it. The results are displayed by the following figure.

 

System

Prob of Exit from MDO

Time (s)

States

Agents=3, Actions=2

0.063

0.019

99

Agents=3, Actions=3

0

0.023

347

Agents=4, Actions=2

0

0.008

156

Agents=4, Actions=3

0.073

0.204

1162

Agents=4, Actions=4

0

0.136

3586

Agents=5, Actions=2

0.070

0.037

286

Agents=5, Actions=3

0.125

0.472

2429

Agents=5, Actions=4

0.122

1.575

14516

Agents=6, Actions=2

0

0.019

398

Agents=6, Actions=3

0

0.217

3596

Agents=6, Actions=4

0.152

11.439

34740

Agents=7, Actions=2

0.074

0.083

626

Agents=7, Actions=3

0.091

1.246

8037

Agents=7, Actions=4

0.158

43.975

72938

Agents=8, Actions=2

0

0.037

812

Agents=8, Actions=3

0.137

5.357

13360

Agents=8, Actions=4

0

2.854

103106

Agents=9, Actions=2

0.069

0.326

1165

Agents=9, Actions=3

0

0.482

17612

Agents=9, Actions=4

0.137

130.4

258059

Agents=10, Actions=2

0

0.086

1444

Agents=10, Actions=3

0.092

14.658

32163

Agents=10, Actions=4

0.157

402.98

462530

Table 3: Probability for ESS system to deviate from MDO state.

 

            From table 4, it is desired to see that for those cases whose convergence probability is 0, they have an exiting probability from the MDO state. Theoretically speaking, no matter how small the probability is, in the long run it will eventually get into a non-MDO state, since infinite loop on a non-1 probability transition is not allowed. However in practice, since the probability is quite small, we could assume the ESS system could stabilize on an MDO state.

 

2.      Convergence rate: this is used to check how fast the converge could occur in terms of the number of rounds the strategy executes. We slightly change the ESS model by adding a round counter to record which round the system is in. The property is represented as System reaches MDO’, and MDO’ is defined as get into the MDO state within a specific number of rounds. The results are shown in figure 2.

 

A printable version of ESS(Agents=4, Actions=2, round counter added) model as an example is available here.

ESS.jpg

Figure 2: Convergence Probability for ESS with k = 4

           Different from the results in BSS, when the number of agents n increases, the convergence probability until each round begins to increase first and gradually decreases.

 


Experiments compared with PRISM model checker

PRISM is widely used in probabilistic model checking; meanwhile, there are several works in game theory using PRISM model checker, which could be found here. The reasons for us to choose PAT in this work are as follows.

1.      PAT supports a more complex modeling language. It has some constructs which guarantee a more compact and convenient approach to build the model. We have built basic examples of BSS in both PAT and PRISM, and compared with PAT’s model, PRISM’s state based language leads to a much larger structure, which will take users more effort to build a suitable model. This could be found in the following PRISM example.

A printable version of BSS(Agents= Actions=4) model of PRISM as an example is available here.

 

      What is more, as the number of actions increases, the lines of code(LOC) of PAT’s model will increase linearly meanwhile LOC of PRISM’s model will increase exponentially, so we only build the above example in PRISM.

 

2.      Another important factor in model checking is its efficiency. To compare the efficiency between PRISM and PAT, we use the above PRISM model to check the probability that BSS(N=4) will get into convergence state, which is the same property we check in PAT System |= <>[] MDO.

PRISM takes more than 2 seconds to get the correct answer, while PAT just takes 0.787 seconds, which could be found in table 1. Actually for LTL checking, PAT has some optimized algorithms, so that this kind of better efficiency is expected. More cases could be found in [3].

                          

Agents= Actions=4

Pr(System|=<>[]MDO)

Time(s)

States

PRISM

1

2.296

8412

PAT

1

0.787

8552

 

According to the above reasons, we choose PAT as our model checker in this work in order to get a more efficient verification result.


 

References

1.      S. Alpern. Spacial dispersion as a dynamic coordination problem. Technical report, The London School of Economics, 2001

2.    Y. S. T. Grenager, R. Powers. Dispersion games: general definitions and some specific learning results. In Eighteenth National Conference on Artificial intelligence (2002), pages 398--403. 2002

 

3.       J. Sun, S. Song, and Y. Liu. Model checking hierarchical probabilistic systems. In Proceeding of the 12th International Conference on Formal Engineering Methods, ICFEM 2010, pages 388-403. 2010