strategy modification
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On Tractable \Phi -Equilibria in Non-Concave Games
While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though they exist, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $\Phi$-equilibria introduced by Greenwald and Jafari [GJ03], which is guaranteed to exist for an arbitrary set of strategy modifications $\Phi$ even in non-concave games [SL07]. However, the tractability of $\Phi$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $\Phi$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $\Phi$ is finite, there exists an efficient uncoupled learning algorithm that approximates the corresponding $\Phi$-equilibria. Additionally, we explore cases where $\Phi$ is infinite but consists of local modifications, showing that Online Gradient Descent can efficiently approximate $\Phi$-equilibria in non-trivial regimes.
Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games
Cai, Yang, Daskalakis, Constantinos, Luo, Haipeng, Wei, Chen-Yu, Zheng, Weiqiang
Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.
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- Information Technology > Game Theory (1.00)
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- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (0.75)
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On Tractable $\Phi$-Equilibria in Non-Concave Games
Cai, Yang, Daskalakis, Constantinos, Luo, Haipeng, Wei, Chen-Yu, Zheng, Weiqiang
While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though existing, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $\Phi$-equilibria introduced by Greenwald and Jafari [2003], which is guaranteed to exist for an arbitrary set of strategy modifications $\Phi$ even in non-concave games [Stoltz and Lugosi, 2007]. However, the tractability of $\Phi$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $\Phi$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $\Phi$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $\Phi$-equilibria. Additionally, we explore cases where $\Phi$ is infinite but consists of local modifications, showing that Online Gradient Descent can efficiently approximate $\Phi$-equilibria in non-trivial regimes.
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- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.34)
A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning
Jiang, Haozhe, Cui, Qiwen, Xiong, Zhihan, Fazel, Maryam, Du, Simon S.
We investigate learning the equilibria in non-stationary multi-agent systems and address the challenges that differentiate multi-agent learning from single-agent learning. Specifically, we focus on games with bandit feedback, where testing an equilibrium can result in substantial regret even when the gap to be tested is small, and the existence of multiple optimal solutions (equilibria) in stationary games poses extra challenges. To overcome these obstacles, we propose a versatile black-box approach applicable to a broad spectrum of problems, such as general-sum games, potential games, and Markov games, when equipped with appropriate learning and testing oracles for stationary environments. Our algorithms can achieve $\widetilde{O}\left(\Delta^{1/4}T^{3/4}\right)$ regret when the degree of nonstationarity, as measured by total variation $\Delta$, is known, and $\widetilde{O}\left(\Delta^{1/5}T^{4/5}\right)$ regret when $\Delta$ is unknown, where $T$ is the number of rounds. Meanwhile, our algorithm inherits the favorable dependence on number of agents from the oracles. As a side contribution that may be independent of interest, we show how to test for various types of equilibria by a black-box reduction to single-agent learning, which includes Nash equilibria, correlated equilibria, and coarse correlated equilibria.
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Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games
Song, Ziang, Mei, Song, Bai, Yu
Imperfect-Information Extensive-Form Games (IIEFGs) is a prevalent model for real-world games involving imperfect information and sequential plays. The Extensive-Form Correlated Equilibrium (EFCE) has been proposed as a natural solution concept for multi-player general-sum IIEFGs. However, existing algorithms for finding an EFCE require full feedback from the game, and it remains open how to efficiently learn the EFCE in the more challenging bandit feedback setting where the game can only be learned by observations from repeated playing. This paper presents the first sample-efficient algorithm for learning the EFCE from bandit feedback. We begin by proposing $K$-EFCE -- a more generalized definition that allows players to observe and deviate from the recommended actions for $K$ times. The $K$-EFCE includes the EFCE as a special case at $K=1$, and is an increasingly stricter notion of equilibrium as $K$ increases. We then design an uncoupled no-regret algorithm that finds an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K}/\varepsilon^2)$ iterations in the full feedback setting, where $X_i$ and $A_i$ are the number of information sets and actions for the $i$-th player. Our algorithm works by minimizing a wide-range regret at each information set that takes into account all possible recommendation histories. Finally, we design a sample-based variant of our algorithm that learns an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K+1}/\varepsilon^2)$ episodes of play in the bandit feedback setting. When specialized to $K=1$, this gives the first sample-efficient algorithm for learning EFCE from bandit feedback.
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V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RL
Jin, Chi, Liu, Qinghua, Wang, Yuanhao, Yu, Tiancheng
A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the multiplayer general-sum setting) in a number of samples that only scales with $\max_{i\in[m]} A_i$, where $A_i$ is the number of actions for the $i^{\rm th}$ player. This is in sharp contrast to the size of the joint action space which is $\prod_{i=1}^m A_i$. V-learning (in its basic form) is a new class of single-agent RL algorithms that convert any adversarial bandit algorithm with suitable regret guarantees into a RL algorithm. Similar to the classical Q-learning algorithm, it performs incremental updates to the value functions. Different from Q-learning, it only maintains the estimates of V-values instead of Q-values. This key difference allows V-learning to achieve the claimed guarantees in the MARL setting by simply letting all agents run V-learning independently.
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