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Cooperative Stochastic Bandits with Asynchronous Agents and Constrained Feedback

Neural Information Processing Systems

Motivated by the scenario of large-scale learning in distributed systems, this paper studies a scenario where M agents cooperate together to solve the same instance of a K-armed stochastic bandit problem. The agents have limited access to a local subset of arms and are asynchronous with different gaps between decision-making rounds. The goal is to find the global optimal arm, and agents are able to pull any arm; however, they can only observe the reward when the selected arm is local. The challenge is a tradeoff for agents between pulling a local arm with observable feedback or pulling external arms without feedback and relying on others' observations that occur at different rates. We propose AAE-LCB, a two-stage algorithm that prioritizes pulling local arms following an active arm elimination policy and switches to other arms only if all local arms are dominated by some external arms. We analyze the regret of AAE-LCBand show it matches the regret lower bound up to a small factor.


Equilibrium Refinement for the Age of Machines: The One-Sided Quasi-Perfect Equilibrium

Neural Information Processing Systems

In two-player zero-sum extensive-form games, Nash equilibrium prescribes optimal strategies against perfectly rational opponents. However, it does not guarantee rational play in parts of the game tree that can only be reached by the players making mistakes. This can be problematic when operationalizing equilibria in the real world among imperfect players. Trembling-hand refinements are a sound remedy to this issue, and are subsets of Nash equilibria that are designed to handle the possibility that any of the players may make mistakes. In this paper, we initiate the study of equilibrium refinements for settings where one of the players is perfectly rational (the "machine") and the other may make mistakes.


Equilibrium Refinement for the Age of Machines: The One-Sided Quasi-Perfect Equilibrium

Neural Information Processing Systems

In two-player zero-sum extensive-form games, Nash equilibrium prescribes optimal strategies against perfectly rational opponents. However, it does not guarantee rational play in parts of the game tree that can only be reached by the players making mistakes. This can be problematic when operationalizing equilibria in the real world among imperfect players. Trembling-hand refinements are a sound remedy to this issue, and are subsets of Nash equilibria that are designed to handle the possibility that any of the players may make mistakes. In this paper, we initiate the study of equilibrium refinements for settings where one of the players is perfectly rational (the "machine") and the other may make mistakes.



Exploring Social Posterior Collapse in Variational Autoencoder for Interaction Modeling

Neural Information Processing Systems

Multi-agent behavior modeling and trajectory forecasting are crucial for the safe navigation of autonomous agents in interactive scenarios. Variational Autoencoder (VAE) has been widely applied in multi-agent interaction modeling to generate diverse behavior and learn a low-dimensional representation for interacting systems. However, existing literature did not formally discuss if a VAE-based model can properly encode interaction into its latent space. In this work, we argue that one of the typical formulations of VAEs in multi-agent modeling suffers from an issue we refer to as social posterior collapse, i.e., the model is prone to ignoring historical social context when predicting the future trajectory of an agent. It could cause significant prediction errors and poor generalization performance.




NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

We consider the case where each message fails with probability 1 p and each agent i uses the messages it receives from its neighbors with probability pi.This is equivalent to each agent ireceiving messages from its neighbors with probability pip.Let 1{(i,j) 2 Et}be the indicator random variable that takes value 1 if agent i receives reward value and arm id from agent j at time t and 0 otherwise. We start by proving some useful lemmas. Lemma 1. (Restatement of results from [3]) Let k = Thus we have P Ai(t+1) = k,Nik(t) > k P bµi1(t) µ1 Ci1(t) +P bµik(t) µk +Cik(t) This concludes the proof of Lemma 1. Lemma 2. Let (G) is the clique covering number of graph G. Let k = Let C be a non overlapping clique covering of G. Then we have that k |C| < Nik( ik,C) k. From regret results it follows that regret for this case is greater than the regret for the case where ik,C < k,C for some (or all) i. 13 We analyse the expected number of times agents pull suboptimal arm k as follows, X P bµi1(t) µ1 Ci1(t) +P bµik(t) µk +Cik(t), (29) where (a) follows from the fact that clique covering is non overlapping. This concludes the proof of Lemma 2. Lemma 3. Let di(G) be the degree of agent i in graph G.


NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

The cooperative bandit problem is increasingly becoming relevant due to its applications in large-scale decision-making. However, most research for this problem focuses exclusively on the setting with perfect communication, whereas in most real-world distributed settings, communication is often over stochastic networks, with arbitrary corruptions and delays. In this paper, we study cooperative bandit learning under three typical real-world communication scenarios, namely, (a) message-passing over stochastic time-varying networks, (b) instantaneous rewardsharing over a network with random delays, and (c) message-passing with adversarially corrupted rewards, including byzantine communication. For each of these environments, we propose decentralized algorithms that achieve competitive performance, along with near-optimal guarantees on the incurred group regret as well. Furthermore, in the setting with perfect communication, we present an improved delayed-update algorithm that outperforms the existing state-of-the-art on various network topologies.