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 general information structure


Q-Learning for Stochastic Control under General Information Structures and Non-Markovian Environments

arXiv.org Artificial Intelligence

As a primary contribution, we present a convergence theorem for stochastic iterations, and in particular, Q-learning iterates, under a general, possibly non-Markovian, stochastic environment. Our conditions for convergence involve an ergodicity and a positivity criterion. We provide a precise characterization on the limit of the iterates and conditions on the environment and initializations for convergence. As our second contribution, we discuss the implications and applications of this theorem to a variety of stochastic control problems with non-Markovian environments involving (i) quantized approximations of fully observed Markov Decision Processes (MDPs) with continuous spaces (where quantization break down the Markovian structure), (ii) quantized approximations of belief-MDP reduced partially observable MDPS (POMDPs) with weak Feller continuity and a mild version of filter stability (which requires the knowledge of the model by the controller), (iii) finite window approximations of POMDPs under a uniform controlled filter stability (which does not require the knowledge of the model), and (iv) for multi-agent models where convergence of learning dynamics to a new class of equilibria, subjective Q-learning equilibria, will be studied. In addition to the convergence theorem, some implications of the theorem above are new to the literature and others are interpreted as applications of the convergence theorem. Some open problems are noted.


Maximizing Social Welfare and Agreement via Information Design in Linear-Quadratic-Gaussian Games

arXiv.org Artificial Intelligence

We consider linear-quadratic Gaussian (LQG) games in which players have quadratic payoffs that depend on the players' actions and an unknown payoff-relevant state, and signals on the state that follow a Gaussian distribution conditional on the state realization. An information designer decides the fidelity of information revealed to the players in order to maximize the social welfare of the players or reduce the disagreement among players' actions. Leveraging the semi-definiteness of the information design problem, we derive analytical solutions for these objectives under specific LQG games. We show that full information disclosure maximizes social welfare when there is a common payoff-relevant state, when there is strategic substitutability in the actions of players, or when the signals are public. Numerical results show that as strategic substitution increases, the value of the information disclosure increases. When the objective is to induce conformity among players' actions, hiding information is optimal. Lastly, we consider the information design objective that is a weighted combination of social welfare and cohesiveness of players' actions. We obtain an interval for the weights where full information disclosure is optimal under public signals for games with strategic substitutability. Numerical solutions show that the actual interval where full information disclosure is optimal gets close to the analytical interval obtained as substitution increases.