congestion game
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games
We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure--such as the classic Colonel Blotto game or congestion games. Achieving computational efficiency in this setting requires learning algorithms whose regret and per-iteration complexity scale at most polylogarithmically with the size of the players' action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization; however, in the more realistic partial information setting, the situation is much more challenging, and existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We address this gap via a novel kernelization-based framework for payoff-based learning in polyhedral games, which we then apply to certain key classes of polyhedral games--namely Colonel Blotto, graphic matroid and network congestion games. In so doing, we obtain a range of computationally efficient payoff-based learning algorithms which significantly improve upon prior work in terms of the runtime for learning CCE.
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games
We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure--such as the classic Colonel Blotto game or congestion games. Achieving computational efficiency in this setting requires learning algorithms whose regret and per-iteration complexity scale at most polylogarithmically with the size of the players' action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization; however, in the more realistic partial information setting, the situation is much more challenging, and existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We address this gap via a novel kernelization-based framework for payoff-based learning in polyhedral games, which we then apply to certain key classes of polyhedral games--namely Colonel Blotto, graphic matroid and network congestion games. In so doing, we obtain a range of computationally efficient payoff-based learning algorithms which significantly improve upon prior work in terms of the runtime for learning CCE.
Fast Routing under Uncertainty: Adaptive Learning in Congestion Games via Exponential Weights
We examine an adaptive learning framework for nonatomic congestion games where the players' cost functions may be subject to exogenous fluctuations (e.g., due to disturbances in the network, variations in the traffic going through a link). In this setting, the popular multiplicative/ exponential weights algorithm enjoys an $\mathcal{O}(1/\sqrt{T})$ equilibrium convergence rate; however, this rate is suboptimal in static environments---i.e., when the network is not subject to randomness. In this static regime, accelerated algorithms achieve an $\mathcal{O}(1/T^{2})$ convergence speed, but they fail to converge altogether in stochastic problems. To fill this gap, we propose a novel, adaptive exponential weights method---dubbed AdaWeight---that seamlessly interpolates between the $\mathcal{O}(1/T^{2})$ and $\mathcal{O}(1/\sqrt{T})$ rates in the static and stochastic regimes respectively. Importantly, this best-of-both-worlds guarantee does not require any prior knowledge of the problem's parameters or tuning by the optimizer; in addition, the method's convergence speed depends subquadratically on the size of the network (number of vertices and edges), so it scales gracefully to large, real-life urban networks.
Multiplicative Weights Update with Constant Step-Size in Congestion Games: Convergence, Limit Cycles and Chaos
The Multiplicative Weights Update (MWU) method is a ubiquitous meta-algorithm that works as follows: A distribution is maintained on a certain set, and at each step the probability assigned to action $\gamma$ is multiplied by $(1 -\epsilon C(\gamma))> 0$ where $C(\gamma)$ is the ``cost of action $\gamma$ and then rescaled to ensure that the new values form a distribution. We analyze MWU in congestion games where agents use \textit{arbitrary admissible constants} as learning rates $\epsilon$ and prove convergence to \textit{exact Nash equilibria}. Interestingly, this convergence result does not carry over to the nearly homologous MWU variant where at each step the probability assigned to action $\gamma$ is multiplied by $(1 -\epsilon)^{C(\gamma)}$ even for the simplest case of two-agent, two-strategy load balancing games, where such dynamics can provably lead to limit cycles or even chaotic behavior.