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Block-Coordinate Methods and Restarting for Solving Extensive-Form Games

Neural Information Processing Systems

Coordinate descent methods are popular in machine learning and optimization for their simple sparse updates and excellent practical performance. In the context of large-scale sequential game solving, these same properties would be attractive, but until now no such methods were known, because the strategy spaces do not satisfy the typical separable block structure exploited by such methods. We present the first cyclic coordinate-descent-like method for the polytope of sequence-form strategies, which form the strategy spaces for the players in an extensive-form game (EFG). Our method exploits the recursive structure of the proximal update induced by what are known as dilated regularizers, in order to allow for a pseudo block-wise update. We show that our method enjoys a O(1/T)convergence rate to a two-player zero-sum Nash equilibrium, while avoiding the worst-case polynomial scaling with the number of blocks common to cyclic methods. We empirically show that our algorithm usually performs better than other state-of-the-art first-order methods (i.e., mirror prox), and occasionally can even beat CFR+, a state-ofthe-art algorithm for numerical equilibrium computation in zero-sum EFGs. We then introduce a restarting heuristic for EFG solving. We show empirically that restarting can lead to speedups, sometimes huge, both for our cyclic method, as well as for existing methods such as mirror prox and predictive CFR+.







Conic Blackwell Algorithm: Parameter-Free Convex-Concave Saddle-Point Solving

Neural Information Processing Systems

We develop new parameter-free and scale-free algorithms for solving convexconcave saddle-point problems. Our results are based on a new simple regret minimizer, the Conic Blackwell Algorithm+ (CBA+), which attains O(1/ T) average regret. Intuitively, our approach generalizes to other decision sets of interest ideas from the Counterfactual Regret minimization (CFR+) algorithm, which has very strong practical performance for solving sequential games on simplexes. We show how to implement CBA+ for the simplex, `p norm balls, and ellipsoidal confidence regions in the simplex, and we present numerical experiments for solving matrix games and distributionally robust optimization problems. Our empirical results show that CBA+ is a simple algorithm that outperforms state-ofthe-art methods on synthetic data and real data instances, without the need for any choice of step sizes or other algorithmic parameters.


Evaluating and Inducing Personality in Pre-trained Language Models

Neural Information Processing Systems

Standardized and quantified evaluation of machine behaviors is a crux of understanding LLMs. In this study, we draw inspiration from psychometric studies by leveraging human personality theory as a tool for studying machine behaviors. Originating as a philosophical quest for human behaviors, the study of personality delves into how individuals differ in thinking, feeling, and behaving. Toward building and understanding human-like social machines, we are motivated to ask: Can we assess machine behaviors by leveraging human psychometric tests in a principled and quantitative manner? If so, can we induce a specific personality in LLMs? To answer these questions, we introduce the Machine Personality Inventory (MPI) tool for studying machine behaviors; MPI follows standardized personality tests, built upon the Big Five Personality Factors (Big Five) theory and personality assessment inventories.



Permutation-Invariant Variational Autoencoder for Graph-Level Representation Learning

Neural Information Processing Systems

Recently, there has been great success in applying deep neural networks on graph structured data. Most work, however, focuses on either node-or graph-level supervised learning, such as node, link or graph classification or node-level unsupervised learning (e.g., node clustering). Despite its wide range of possible applications, graph-level unsupervised representation learning has not received much attention yet. This might be mainly attributed to the high representation complexity of graphs, which can be represented by n! equivalent adjacency matrices, where n is the number of nodes. In this work we address this issue by proposing a permutation-invariant variational autoencoder for graph structured data. Our proposed model indirectly learns to match the node order of input and output graph, without imposing a particular node order or performing expensive graph matching. We demonstrate the effectiveness of our proposed model for graph reconstruction, generation and interpolation and evaluate the expressive power of extracted representations for downstream graph-level classification and regression.