coordination game
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Associating Objects and Their Effects in Video through Coordination Games
We explore a feed-forward approach for decomposing a video into layers, where each layer contains an object of interest along with its associated shadows, reflections, and other visual effects. This problem is challenging since associated effects vary widely with the 3D geometry and lighting conditions in the scene, and ground-truth labels for visual effects are difficult (and in some cases impractical) to collect. We take a self-supervised approach and train a neural network to produce a foreground image and alpha matte from a rough object segmentation mask under a reconstruction and sparsity loss. Under reconstruction loss, the layer decomposition problem is underdetermined: many combinations of layers may reconstruct the input video.Inspired by the game theory concept of focal points---or \emph{Schelling points}---we pose the problem as a coordination game, where each player (network) predicts the effects for a single object without knowledge of the other players' choices. The players learn to converge on the ``natural'' layer decomposition in order to maximize the likelihood of their choices aligning with the other players'. We train the network to play this game with itself, and show how to design the rules of this game so that the focal point lies at the correct layer decomposition. We demonstrate feed-forward results on a challenging synthetic dataset, then show that pretraining on this dataset significantly reduces optimization time for real videos.
Chaos, Extremism and Optimism: Volume Analysis of Learning in Games
We perform volume analysis of Multiplicative Weights Updates (MWU) and its optimistic variant (OMWU) in zero-sum as well as coordination games. Our analysis provides new insights into these game/dynamical systems, which seem hard to achieve via the classical techniques within Computer Science and Machine Learning. First, we examine these dynamics not in their original space (simplex of actions) but in a dual space (aggregate payoffs of actions). Second, we explore how the volume of a set of initial conditions evolves over time when it is pushed forward according to the algorithm. This is reminiscent of approaches in evolutionary game theory where replicator dynamics, the continuous-time analogue of MWU, is known to preserve volume in all games. Interestingly, when we examine discrete-time dynamics, the choices of the game and the algorithm both play a critical role. So whereas MWU expands volume in zero-sum games and is thus Lyapunov chaotic, we show that OMWU contracts volume, providing an alternative understanding for its known convergent behavior. Yet, we also prove a no-free-lunch type of theorem, in the sense that when examining coordination games the roles are reversed. Using these tools, we prove two novel, rather negative properties of MWU in zero-sum games.
Aspiration-based Perturbed Learning Automata in Games with Noisy Utility Measurements. Part A: Stochastic Stability in Non-zero-Sum Games
Reinforcement-based learning has attracted considerable attention both in modeling human behavior as well as in engineering, for designing measurement- or payoff-based optimization schemes. Such learning schemes exhibit several advantages, especially in relation to filtering out noisy observations. However, they may exhibit several limitations when applied in a distributed setup. In multi-player weakly-acyclic games, and when each player applies an independent copy of the learning dynamics, convergence to (usually desirable) pure Nash equilibria cannot be guaranteed. Prior work has only focused on a small class of games, namely potential and coordination games. To address this main limitation, this paper introduces a novel payoff-based learning scheme for distributed optimization, namely aspiration-based perturbed learning automata (APLA). In this class of dynamics, and contrary to standard reinforcement-based learning schemes, each player's probability distribution for selecting actions is reinforced both by repeated selection and an aspiration factor that captures the player's satisfaction level. We provide a stochastic stability analysis of APLA in multi-player positive-utility games under the presence of noisy observations. This is the first part of the paper that characterizes stochastic stability in generic non-zero-sum games by establishing equivalence of the induced infinite-dimensional Markov chain with a finite dimensional one. In the second part, stochastic stability is further specialized to weakly acyclic games.
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- North America > United States > District of Columbia > Washington (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
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- Asia > Singapore (0.05)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
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Behavioral alignment in social networks
The orderly behaviors observed in large-scale groups, such as fish schooling and the organized movement of crowds, are both ubiquitous and essential for the survival and stability of these systems. Understanding how such complex collective behaviors emerge from simple local interactions and behavioral adjustments is a significant scientific challenge. Historically, research has predominantly focused on imitation and social learning, where individuals adopt the strategies of more successful peers to refine their behavior. However, in recent years, an alternative learning approach based on self-exploration and introspective learning has garnered increasing attention. In this paradigm, individuals assess their own circumstances and select strategies that best align with their specific conditions. Two examples are coordination and anti-coordination, where individuals align with and diverge from the local majority, respectively. In this study, we analyze networked systems of coordinating and anti-coordinating individuals, exploring the combined effects of system dynamics, network structure, and behavioral patterns. We address several practical questions, including the number of equilibria, their characteristics, the equilibrium time, and the resilience of the system. We find that the number of equilibrium states can be extremely large, even increasing exponentially with minor alterations to the network structure. Moreover, the network structure has a significant impact on the average equilibrium time. Despite the complexity of these findings, we find that variations can be captured by a single, simple network characteristic (the average path length), which we illustrate in both synthetic and empirical networks.
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- Education > Educational Setting (0.46)
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- Europe > United Kingdom > England > Oxfordshire > Oxford (0.04)
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- Europe > United Kingdom > England > Oxfordshire > Oxford (0.04)
- Asia > China > Shanghai > Shanghai (0.04)
A Parallelizable Approach for Characterizing NE in Zero-Sum Games After a Linear Number of Iterations of Gradient Descent
We study online optimization methods for zero-sum games, a fundamental problem in adversarial learning in machine learning, economics, and many other domains. Traditional methods approximate Nash equilibria (NE) using either regret-based methods (time-average convergence) or contraction-map-based methods (last-iterate convergence). We propose a new method based on Hamiltonian dynamics in physics and prove that it can characterize the set of NE in a finite (linear) number of iterations of alternating gradient descent in the unbounded setting, modulo degeneracy, a first in online optimization. Unlike standard methods for computing NE, our proposed approach can be parallelized and works with arbitrary learning rates, both firsts in algorithmic game theory. Experimentally, we support our results by showing our approach drastically outperforms standard methods.
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- South America > Peru > Lima Department > Lima Province > Lima (0.04)
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- Information Technology > Game Theory (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Optimization (1.00)
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- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning > Gradient Descent (0.34)