equation
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The Best of Both Worlds in Network Population Games: Reaching Consensus & Convergence to Equilibrium
Reaching consensus and convergence to equilibrium are two major challenges of multi-agent systems. Although each has attracted significant attention, relatively few studies address both challenges at the same time. This paper examines the connection between the notions of consensus and equilibrium in a multi-agent system where multiple interacting sub-populations coexist. We argue that consensus can be seen as an intricate component of intra-population stability, whereas equilibrium can be seen as encoding inter-population stability. We show that smooth fictitious play, a well-known learning model in game theory, can achieve both consensus and convergence to equilibrium in diverse multi-agent settings. Moreover, we show that the consensus formation process plays a crucial role in the seminal thorny problem of equilibrium selection in multi-agent learning.
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A Appendix
A.1 Prototype-based Graph Information Bottleneck - Eq. 4 From Eq. 3, the GIB objective is: min We perform ablation studies to examine the effectiveness of our model (i.e., PGIB and PGIB In Figure 7, the " with all " setting represents our final model that includes all the components. We conduct experiments on graph classification using different readout functions for PGIB. We illustrate the reasoning process on two datasets, i.e., MUT AG and BA2Motif, in Figure 8. PGIB Then, PGIB computes the "points contributed" to predicting each class by multiplying the similarity We have conducted additional qualitative analysis. It is crucial that the prototypes not only contain key structural information from the input graph but also ensure a certain level of diversity since each class is represented by multiple prototypes. Its goal is to make the masked subgraph's prediction as close as possible to the original graph, which helps to detect substructures significant
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Supplement to " Estimating Riemannian Metric with Noise-Contaminated Intrinsic Distance "
Unlike distance metric learning where the subsequent tasks utilizing the estimated distance metric is the usual focus, the proposal focuses on the estimated metric characterizing the geometry structure. Despite the illustrated taxi and MNIST examples, it is still open to finding more compelling applications that target the data space geometry. Interpreting mathematical concepts such as Riemannian metric and geodesic in the context of potential application (e.g., cognition and perception research where similarity measures are common) could be inspiring. Our proposal requires sufficiently dense data, which could be demanding, especially for high-dimensional data due to the curse of dimensionality. Dimensional reduction (e.g., manifold embedding as in the MNIST example) can substantially alleviate the curse of dimensionality, and the dense data requirement will more likely hold true.
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