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On the convergence of policy gradient methods to Nash equilibria in general stochastic games Anonymous Author(s) Affiliation Address email

Neural Information Processing Systems

Multi-agent learning in stochastic N-player games is a notoriously difficult problem1 because, in addition to their changing strategic decisions, the players of the game2 must also contend with the fact that the game itself evolves over time, possibly in a3 very complicated manner. Because of this, the equilibrium convergence properties4 of popular learning algorithms - like policy gradient and its variants - are poorly5 understood, except in specific classes of games (such as potential or two-player,6 zero-sum games). In view of all this, we examine the long-run behavior of policy7 gradient methods with respect to Nash equilibrium policies that are second-order8 stationary (SOS) in a sense similar to the type of KKT sufficiency conditions9 used in optimization. Our analysis shows that SOS policies are locally attracting10 with high probability, and we show that policy gradient trajectories with gradient11 estimates provided by the Reinforcealgorithm achieve an O(1/ n) convergence12 rate to such equilibria if the method's step-size is chosen appropriately.



Meta Two-Sample Testing: Learning Kernels for Testing with Limited Data

Neural Information Processing Systems

Modern kernel-based two-sample tests have shown great success in distinguishing complex, high-dimensional distributions by learning appropriate kernels (or, as a special case, classifiers). Previous work, however, has assumed that many samples are observed from both of the distributions being distinguished. In realistic scenarios with very limited numbers of data samples, it can be challenging to identify a kernel powerful enough to distinguish complex distributions. We address this issue by introducing the problem of meta two-sample testing (M2ST), which aims to exploit (abundant) auxiliary data on related tasks to find an algorithm that can quickly identify a powerful test on new target tasks. We propose two specific algorithms for this task: a generic scheme which improves over baselines, and a more tailored approach which performs even better. We provide both theoretical justification and empirical evidence that our proposed meta-testing schemes outperform learning kernel-based tests directly from scarce observations, and identify when such schemes will be successful.


CADet: Fully Self-Supervised Anomaly Detection With Contrastive Learning

Neural Information Processing Systems

Handling out-of-distribution (OOD) samples has become a major stake in the real-world deployment of machine learning systems. This work explores the use of self-supervised contrastive learning to the simultaneous detection of two types of OOD samples: unseen classes and adversarial perturbations.





Fast Pure Exploration via Frank-Wolfe

Neural Information Processing Systems

We study the problem of active pure exploration with fixed confidence in generic stochastic bandit environments. The goal of the learner is to answer a query about the environment with a given level of certainty while minimizing her sampling budget. For this problem, instance-specific lower bounds on the expected sample complexity reveal the optimal proportions of arm draws an Oracle algorithm would apply. These proportions solve an optimization problem whose tractability strongly depends on the structural properties of the environment, but may be instrumental in the design of efficient learning algorithms. We devise Frank-Wolfe-based Sampling (FWS), a simple algorithm whose sample complexity matches the lower bounds for a wide class of pure exploration problems. The algorithm is computationally efficient as, to learn and track the optimal proportion of arm draws, it relies on a single iteration of Frank-Wolfe algorithm applied to the lower-bound optimization problem. We apply FWS to various pure exploration tasks, including best arm identification in unstructured, thresholded, linear, and Lipschitz bandits. Despite its simplicity, FWSis competitive compared to state-of-art algorithms.