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University Design

Location:
United States
Posted:
November 08, 2012

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Resume:

The Lemonade Stand Game Competition:

Solving Unsolvable Games

MARTIN A. ZINKEVICH

Yahoo! Research

and

MICHAEL BOWLING

University of Alberta

and

MICHAEL WUNDER

Rutgers University

In December 2009 and November 2010, the rst and second Lemonade Stand game competitions

were held. In each competition, 9 teams competed, from University of Southampton, University

College London, Yahoo!, Rutgers, Carnegie Mellon, Brown, Princeton, et cetera. The competition,

in the spirit of Axelrod s iterated prisoner s dilemma competition, which addressed whether or

not you should cooperate, asks the questions, how should you cooperate, and with whom? The

third competition (whose results will be announced at IJCAI 2011) is open for submissions until

July 1st, 2011.

Categories and Subject Descriptors: B.6.1 [Logic Design]: Design Styles Logic Arrays

General Terms: Economics, Experimentation

Additional Key Words and Phrases: Templates, Skeletons, Things

1. INTRODUCTION

The Lemonade Stand Game was introduced on the Yahoo! Group lemonadegame:

It is summer on Lemonade Island, and you need to make some cash. You

decide to set up a lemonade stand on the beach (which goes all around

the island), as do two others. There are twelve places to set up around

the island like the numbers on a clock. Your price is xed, and all people

go to the nearest lemonade stand. The game is repeated. Every night,

everyone moves under cover of darkness (simultaneously). There is no

cost to move. After 100 days of summer, the game is over. The utility

of the repeated game is the sum of the utilities of the single-shot games.

If all the lemonade stands are at di erent spots, then your utility is the distance

to the person clockwise you plus the distance to the person counterclockwise you,

measured in spots. For example, if Alice sets up at the 3 o clock location, Bob

sets up at 10 o clock, and Candy sets up at 6 o clock, then rst we arrange them

clockwise from 1 o clock (Alice, Candy, then Bob): there are 3 spots clockwise

between Alice and Candy, 4 spots clockwise between Candy and Bob, and 5 spots

Authors addresses: ***@*****-***.***, *******@**.********.**,*******@**.*******.***

For more on the competition, see http://martin.zinkevich.org/lemonade/.

ACM SIGecom Exchanges, Vol. 10, No. 1, January 2011.

2 Martin A. Zinkevichi et al

clockwise between Bob and Alice. Therefore, Alice gets $8, Bob gets $9, and Candy

gets $7. If all the lemonade stands are located at the same spot, everybody gets

$8. If exactly two lemonade stands are located at the same spot, the two collocated

stands get $6 each and the loner gets $12. So, the total utility is always $24.

Given this call, nine teams competed each year, from University of Southampton,

University College London [Sykulski et al. 2010; de Cote et al. 2010], Yahoo!, Rut-

gers [Wunder et al. 2010], Carnegie Mellon [Reitter et al. 2010], Brown, Princeton,

et cetera.

2. OBJECTIVES OF RUNNING THE TOURNAMENT

In competitions in two-player zero-sum games, a conventional approach is to at-

tempt to approximate the equilibrium, via methods such as minimax search or

abstraction and equilibrium computation. However, this method assumes that the

game is solvable (that equilibrium strategies are interchangeable [Nash 1951]) or at

least that combining strategies from di erent equilibria yields reasonable approxi-

mations of equilibria. In the lemonade stand game, combining equilibria can yield

highly suboptimal (even worst-case) strategy pro les, and therefore, this competi-

tion forces players to focus not on computing equilibria, but on selecting equilibria,

and convincing others to play their equilibria.

The competition was modeled in part on Axelrod s famous iterated prisoner s

dilemma competition [Axelrod 1980; 1984]. In the prisoner s dilemma, how to

cooperate is clear: there is an action labeled cooperate . Also, who to cooperate

with is clear: one plays with one opponent at a time. However, in the lemonade

stand game (which is a type of location game), there are many ways to cooperate.

The simplest and most used was to play on opposite sides of the circle. However,

there are 12 such con gurations for 2 players, and 36 such con gurations overall.

So which cooperation speci cally and with whom is critical.

Before running the competition, I ran preliminary experiments where a constant

strategy (which played a single action the whole game) won a tournament against a

variety of sophisticated AI programs. Thus, I knew that traditional methods would

not fare well. This information was shared with the competitors.

3. STABLE AND UNSTABLE COOPERATION

Before the rst competition, we wanted to see if players could collaborate: we had

two types of collaboration in mind. For the sake of illustration, assume Alice and

Bob are collaborating against Candy.

(1) stable: Could Alice and Bob collaborate by playing opposite each other, forcing

Candy to get 6 (the safe value)?

(2) unstable: Could Alice and Bob collaborate such that Candy got less than 6

utility (the safe value)? E.g., a sandwich : Candy is at 2 o clock and not

moving; Alice moves to 1 o clock and Bob moves to 3 o clock.

One can think of these as two variants of Stackelberg equilibria for the game where

Alice and Bob play as one in a zero-sum game against Candy: in the rst, Alice

and Bob are the leaders; in the second, Candy is the leader.

ACM SIGecom Exchanges, Vol. 10, No. 1, January 2011.

The Lemonade Stand Game Competition 3

In each year, nine teams submitted bots.1 Let us begin by counting the percent-

age of rounds where one player got below the safe value (unstable cooperation).

5

In general, for three players playing uniformly at random, there is a 12 41.7%

chance that someone will get below the safe value on a given round. In the rst

competition, this occured in 14.8% of the rounds. In the second competition, this

occurred in 1.6% of the rounds. Thus, even if such opportunities exist, players are

not exploiting them. It is also possible that the opportunity cost (e.g., not pursuing

a stable cooperation) outweighs the short-term gains of an unstable cooperation.

The second kind of cooperation is where two of the bots play opposite one another

(stable cooperation). By this de nition, everyone playing uniformly at random

will generate this cooperation approximately 22.9% of the rounds. In the rst

competition, there was cooperation 67.6% of the rounds. In the second competition,

there was cooperation 96.7% of the rounds. Moreover, if you ignore the utilities

for all rounds where no cooperation occurred, the ranking remains the same in

both competitions. Thus the competitions were decided on two factors: amount of

cooperation and the amount of utility received during cooperation.

4. CONCLUSION

Can a bot agree upon an equilibrium in an unsolvable game with another bot

designed by someone else? In this game we have empirically demonstrated that

this is possible, which raises the question, what about other unsolvable games?

Right now the rules of the 2011 competition are being nalized. The deadline for

submitting bots will be July 1, 2011. In the new competition, we will specify a

distribution over location games on a circle instead of a single game. The results

will be presented at the TADA workshop at IJCAI 2011.

The iterated prisoner s dilemma competition of Axelrod was interesting and pow-

erful because it was simple. The lemonade stand game was a natural next step.

Further steps will involve distributions over more complex games, communication,

and lifelong learning; moving toward answering a fundamental question in multi-

agent learning, Machines can work for us, but can they work with us?

REFERENCES

Axelrod, R. 1980. More e ective choice in the prisoner s dilemma. The Journal of Con ict

Resolution 24, 3 (Sep.), 379 403.

Axelrod, R. 1984. The Evolution of Cooperation. Basic Books, United States of America.

de Cote, E. M., Chapman, A., Sykulski, A., and Jennings, N. 2010. Automated planning in

repeated adversarial games. In 26th Conference on Uncertainty in Arti cial Intelligence (UAI

2010). Association for Uncertainty in Arti cial Intelligence, Avalon, California.

Nash, J. 1951. Non-cooperative games. Annals of Mathematics Journal 54, 286 295.

Reitter, D., Juvina, I., Stocco, A., and Lebiere, C. 2010. Resistance is futile: Winning

lemonade market share through metacognitive reasoning in a three-agent cooperative game. In

Proceedings of the 19th Behavior Representation in Modeling and Simulation (BRIMS).

1 Inthe rst year, all but one program (Brown) were really fast with the competition nishing in

a few minutes (Brown s bot was fast enough for the rules, but took two weeks to play against the

other programs). Thus, as many of the results that followed involved re-running the competition,

we left Brown 2009 out of the analysis of the results.

ACM SIGecom Exchanges, Vol. 10, No. 1, January 2011.

4 Martin A. Zinkevichi et al

LSG 2009 LSG 2010

0.8 0.4

0.6

0.2

0.4

0.2

0

0

Net U&lity

Net U&lity

0.2 0.2

0.4

0.4

0.6

0.8

0.6

1

1.2 0.8

Team Team

(a) (b)

Fig. 1. The performance of the teams during the 2009 (a) and the 2010 (b) competitions. The

net utility is the average utility per round minus 8, so that the average performance is zero.

Sykulski, A., Cote, A. C. E. M. D., and Jennings, N. 2010. EA2 : The winning strategy for

the inaugural lemonade stand game tournament. In 19th European Conference on Arti cial

Intelligence.

Wunder, M., Kaisers, M., Littman, M., and Yaros, J. 2010. A cognitive hierarchy model

applied to the lemonade game. In AAAI Workshop on Interactive Decision Theory and Game

Theory (IDTGT).

ACM SIGecom Exchanges, Vol. 10, No. 1, January 2011.



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