equilibria
Strategic stability under regularized learning in games
In this paper, we examine the long-run behavior of regularized, no-regret learning in1 finite games. A well-known result in the field states that the empirical frequencies2 of no-regret play converge to the game's set of coarse correlated equilibria; however,3 our understanding of how the players' actual strategies evolve over time is much4 more limited - and, in many cases, non-existent. This issue is exacerbated by5 a series of recent results showing that only strict Nash equilibria are stable and6 attracting under regularized learning, thus making the relation between learning7 and pointwise solution concepts particularly elusive. In lieu of this, we take a more8 general approach and instead seek to characterize the setwise rationality properties9 of the players' day-to-day play. To that end, we focus on one of the most stringent10 criteria of setwise strategic stability, namely that any unilateral deviation from the11 set in question incurs a cost to the deviator - a property known as closedness under12 better replies (club).
Improved Bayes Risk Can Yield Reduced Social Welfare Under Competition
As the scale of machine learning models increases, trends such as scaling laws anticipate consistent downstream improvements in predictive accuracy. However, these trends take the perspective of a single model-provider in isolation, while in reality providers often compete with each other for users. In this work, we demonstrate that competition can fundamentally alter the behavior of these scaling trends, even causing overall predictive accuracy across users to be non-monotonic or decreasing with scale. We define a model of competition for classification tasks, and use data representations as a lens for studying the impact of increases in scale. We find many settings where improving data representation quality (as measured by Bayes risk) decreases the overall predictive accuracy across users (i.e., social welfare) for a marketplace of competing model-providers. Our examples range from closed-form formulas in simple settings to simulations with pretrained representations on CIFAR-10. At a conceptual level, our work suggests that favorable scaling trends for individual model-providers need not translate to downstream improvements in social welfare in marketplaces with multiple model providers.
statements and
Let a two-player Markov game where both players affect the transition. We will effectively show that the problem of best-responding to a correlated policy ฯ is526 equivalent to best-responding to the marginal policy of ฯ for the opponent. The proof follows from527 the equivalence of the two MDPs.528 Before that, given a (possibly correlated) joint policy ฯ we define a nonlinear program, (PBR), whose539 optimal solutions are best-response policies of each agent k to ฯ k and the values for each state s540 and timestep h:541 A.2 Proof of Theorem 3.2542 The best-response program. First, we state the following lemma that will prove useful for several543 of our arguments,544 Lemma A.1 (Best-response LP).
Equilibrium Refinement for the Age of Machines: The One-Sided Quasi-Perfect Equilibrium
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
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.