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672篇论文匹配“Game Theory”
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Theory · Game Theory

Ariel Procaccia, Ben Schiffer, Shirley Zhang

We consider the problem of online fair division of indivisible goods to players when there are a finite number of types of goods and player values are drawn from distributions with unknown means. Our goal is to maximize social welfare subject to allocating the goods fairly in expectation. When a player's value for an item is unknown at the time of allocation, we show that this problem reduces to a variant of (stochastic) multi-armed bandits, where there exists an arm for each player's value for each type of good. At each time step, we choose a distribution over arms which determines how the next item is allocated. We consider two sets of fairness constraints for this problem: envy-freeness in expectation and proportionality in expectation. Our main result is the design of an explore-then-commit algorithm that achieves $\tilde{O}(T^{2/3})$ regret while maintaining either fairness constraint. This result relies on unique properties fundamental to fair-division constraints that allow faster rates of learning, despite the restricted action space.

Theory · Game Theory

Bora Yongacoglu, Gurdal Arslan, Lacra Pavel, Serdar Yuksel

In multi-agent reinforcement learning (MARL) and game theory, agents repeatedly interact and revise their strategies as new data arrives, producing a sequence of strategy profiles. This paper studies sequences of strategies satisfying a pairwise constraint inspired by policy updating in reinforcement learning, where an agent who is best responding in one period does not switch its strategy in the next period. This constraint merely requires that optimizing agents do not switch strategies, but does not constrain the non-optimizing agents in any way, and thus allows for exploration. Sequences with this property are called satisficing paths, and arise naturally in many MARL algorithms. A fundamental question about strategic dynamics is such: for a given game and initial strategy profile, is it always possible to construct a satisficing path that terminates at an equilibrium? The resolution of this question has implications about the capabilities or limitations of a class of MARL algorithms. We answer this question in the affirmative for normal-form games. Our analysis reveals a counterintuitive insight that suboptimal, and perhaps even reward deteriorating, strategic updates are key to driving play to equilibrium along a satisficing path.

Theory · Game Theory

Zohar Barak, Anupam Gupta, Inbal Talgam-Cohen

Algorithms with predictions are gaining traction across various domains, as a way to surpass traditional worst-case bounds through (machine-learned) advice. We study the canonical problem of $k$-facility location mechanism design,where the $n$ agents are strategic and might misreport their locations. We receive a prediction for each agent's location, and these predictions are crucially allowed to be only "mostly" and "approximately" correct (MAC for short): a $\delta$-fraction of the predicted locations are allowed to be arbitrarily incorrect, and the remainder of the predictions are required to be correct up to an $\varepsilon$-error. Moreover, we make no assumption on the independence of the errors.Can such "flawed" predictions allow us to beat the current best bounds for strategyprooffacility location?We show how natural robustness of the $1$-median (also known as the geometric median) of a set of points leads to an algorithm for single-facility location with MAC predictions. We extend our results to a natural "balanced" variant of the $k$-facility case, and show that without balancedness, robustness completely breaks down even for $k=2$ facilities on a line. As our main result, for this "unbalanced" setting we devise a truthful random mechanism, which outperforms the best known mechanism (with no predictions) by Lu et al.~[2010]. En route, we introduce the problem of "second" facility location, in which the first facility location is already fixed. Our robustness findings may be of independent interest, as quantitative versions of classic breakdown-point results in robust statistics.

Theory · Game Theory

Hadi Hosseini, Sanjukta Roy, Duohan Zhang

Two-sided matching markets describe a large class of problems wherein participants from one side of the market must be matched to those from the other side according to their preferences. In many real-world applications (e.g. content matching or online labor markets), the knowledge about preferences may not be readily available and must be learned, i.e., one side of the market (aka agents) may not know their preferences over the other side (aka arms). Recent research on online settings has focused primarily on welfare optimization aspects (i.e. minimizing the overall regret) while paying little attention to the game-theoretic properties such as the stability of the final matching. In this paper, we exploit the structure of stable solutions to devise algorithms that improve the likelihood of finding stable solutions. We initiate the study of the sample complexity of finding a stable matching, and provide theoretical bounds on the number of samples needed to reach a stable matching with high probability. Finally, our empirical results demonstrate intriguing tradeoffs between stability and optimality of the proposed algorithms, further complementing our theoretical findings.

Zaiwei Chen, Eric Mazumdar

We study the convergence behavior of a generalized Frank-Wolfe algorithm in constrained (stochastic) monotone variational inequality (MVI) problems. In recent years, there have been numerous efforts to design algorithms for solving constrained MVI problems due to their connections with optimization, machine learning, and equilibrium computation in games. Most work in this domain has focused on extensions of simultaneous gradient play, with particular emphasis on understanding the convergence properties of extragradient and optimistic gradient methods. In contrast, we examine the performance of an algorithm from another well-known class of optimization algorithms: Frank-Wolfe. We show that a generalized variant of this algorithm achieves a fast $\mathcal{O}(T^{-1/2})$ last-iterate convergence rate in constrained MVI problems. By drawing connections between our generalized Frank-Wolfe algorithm and the well-known smoothed fictitious play (FP) from game theory, we also derive a finite-sample convergence rate for smoothed FP in zero-sum matrix games. Furthermore, we demonstrate that a stochastic variant of the generalized Frank-Wolfe algorithm for MVI problems also converges in a last-iterate sense, albeit at a slower $\mathcal{O}(T^{-1/6})$ convergence rate.

Theory · Game Theory

Nivasini Ananthakrishnan, Nika Haghtalab, Chara Podimata, Kunhe Yang

When learning in strategic environments, a key question is whether agents can overcome uncertainty about their preferences to achieve outcomes they could have achieved absent any uncertainty. Can they do this solely through interactions with each other? We focus this question on the ability of agents to attain the value of their Stackelberg optimal strategy and study the impact of information asymmetry. We study repeated interactions in fully strategic environments where players' actions are decided based on learning algorithms that take into account their observed histories and knowledge of the game. We study the pure Nash equilibria (PNE) of a meta-game where players choose these algorithms as their actions. We demonstrate that if one player has perfect knowledge about the game, then any initial informational gap persists. That is, while there is always a PNE in which the informed agent achieves her Stackelberg value, there is a game where no PNE of the meta-game allows the partially informed player to achieve her Stackelberg value. On the other hand, if both players start with some uncertainty about the game, the quality of information alone does not determine which agent can achieve her Stackelberg value. In this case, the concept of information asymmetry becomes nuanced and depends on the game's structure. Overall, our findings suggest that repeated strategic interactions alone cannot facilitate learning effectively enough to earn an uninformed player her Stackelberg value.

Theory · Game Theory

Renato Leme, Georgios Piliouras, Jon Schneider

In this paper, we investigate the question of whether no-swap-regret dynamics have stronger convergence properties in repeated games than regular no-external-regret dynamics. We prove that in almost all symmetric zero-sum games under symmetric initializations of the agents, no-swap-regret dynamics in self-play are guaranteed to converge in a strong ``frequent-iterate'' sense to the Nash equilibrium: in all but a vanishing fraction of the rounds, the players must play a strategy profile close to a symmetric Nash equilibrium. Remarkably, relaxing any of these three constraints, i.e. by allowing either i) asymmetric initial conditions, or ii) an asymmetric game or iii) no-external regret dynamics suffices to destroy this result and lead to complex non-equilibrating or even chaotic behavior. In a dual type of result, we show that the power of no-swap-regret dynamics comes at a cost of imposing a time-asymmetry on its inputs. While no-external-regret dynamics can be completely determined by the cumulative reward vector received by each player, we show there does not exist any general no-swap-regret dynamics defined on the same state space. In fact, we prove that any no-swap-regret learning algorithm must play a time-asymmetric function over the set of previously observed rewards, ruling out any dynamics based on a symmetric function of the current set of rewards.

Theory · Reinforcement Learning and Planning

Fivos Kalogiannis, Jingming Yan, Ioannis Panageas

We study the problem of learning a Nash equilibrium (NE) in Markov games which is a cornerstone in multi-agent reinforcement learning (MARL). In particular, we focus on infinite-horizon adversarial team Markov games (ATMGs) in which agents that share a common reward function compete against a single opponent, *the adversary*. These games unify two-player zero-sum Markov games and Markov potential games, resulting in a setting that encompasses both collaboration and competition. Kalogiannis et al. (2023) provided an efficient equilibrium computation algorithm for ATMGs which presumes knowledge of the reward and transition functions and has no sample complexity guarantees. We contribute a learning algorithm that utilizes MARL policy gradient methods with iteration and sample complexity that is polynomial in the approximation error $\epsilon$ and the natural parameters of the ATMG, resolving the main caveats of the solution by (Kalogiannis et al., 2023). It is worth noting that previously, the existence of learning algorithms for NE was known for Markov two-player zero-sum and potential games but not for ATMGs. Seen through the lens of min-max optimization, computing a NE in these games consists a nonconvex--nonconcave saddle-point problem. Min-max optimization has received an extensive study. Nevertheless, the case of nonconvex--nonconcave landscapes remains elusive: in full generality, finding saddle-points is computationally intractable (Daskalakis et al., 2021). We circumvent the aforementioned intractability by developing techniques that exploit the hidden structure of the objective function via a nonconvex--concave reformulation. However, this introduces a challenge of a feasibility set with coupled constraints. We tackle these challenges by establishing novel techniques for optimizing weakly-smooth nonconvex functions, extending the framework of (Devolder et al., 2014).

Theory · Game Theory

Darshan Chakrabarti, Julien Grand-Clément, Christian Kroer

We introduce the first algorithmic framework for Blackwell approachability on the sequence-form polytope, the class of convex polytopes capturing the strategies of players in extensive-form games (EFGs).This leads to a new class of regret-minimization algorithms that are stepsize-invariant, in the same sense as the Regret Matching and Regret Matching$^+$ algorithms for the simplex.Our modular framework can be combined with any existing regret minimizer over cones to compute a Nash equilibrium in two-player zero-sum EFGs with perfect recall, through the self-play framework. Leveraging predictive online mirror descent, we introduce *Predictive Treeplex Blackwell$^+$* (PTB$^+$), and show a $O(1/\sqrt{T})$ convergence rate to Nash equilibrium in self-play. We then show how to stabilize PTB$^+$ with a stepsize, resulting in an algorithm with a state-of-the-art $O(1/T)$ convergence rate. We provide an extensive set of experiments to compare our framework with several algorithmic benchmarks, including CFR$^+$ and its predictive variant, and we highlight interesting connections between practical performance and the stepsize-dependence or stepsize-invariance properties of classical algorithms.

Reinforcement Learning · Everything Else

Honghao Wei, Xiyue Peng, Arnob Ghosh, Xin Liu

We propose WSAC (Weighted Safe Actor-Critic), a novel algorithm for Safe Offline Reinforcement Learning (RL) under functional approximation, which can robustly optimize policies to improve upon an arbitrary reference policy with limited data coverage. WSAC is designed as a two-player Stackelberg game to optimize a refined objective function. The actor optimizes the policy against two adversarially trained value critics with small importance-weighted Bellman errors, which focus on scenarios where the actor's performance is inferior to the reference policy. In theory, we demonstrate that when the actor employs a no-regret optimization oracle, WSAC achieves a number of guarantees: $(i)$ For the first time in the safe offline RL setting, we establish that WSAC can produce a policy that outperforms {\bf any} reference policy while maintaining the same level of safety, which is critical to designing a safe algorithm for offline RL. $(ii)$ WSAC achieves the optimal statistical convergence rate of $1/\sqrt{N}$ to the reference policy, where $N$ is the size of the offline dataset. $(iii)$ We theoretically show that WSAC guarantees a safe policy improvement across a broad range of hyperparameters that control the degree of pessimism, indicating its practical robustness. Additionally, we offer a practical version of WSAC and compare it with existing state-of-the-art safe offline RL algorithms in several continuous control environments. WSAC outperforms all baselines across a range of tasks, supporting the theoretical results.

Theory · Game Theory

Yiling Chen, Tao Lin, Ariel Procaccia, Aaditya Ramdas, Itai Shapira

We introduce and study the problem of detecting whether an agent is updating their prior beliefs given new evidence in an optimal way that is Bayesian, or whether they are biased towards their own prior. In our model, biased agents form posterior beliefs that are a convex combination of their prior and the Bayesian posterior, where the more biased an agent is, the closer their posterior is to the prior. Since we often cannot observe the agent's beliefs directly, we take an approach inspired by *information design*. Specifically, we measure an agent's bias by designing a *signaling scheme* and observing the actions they take in response to different signals, assuming that they are maximizing their own expected utility; our goal is to detect bias with a minimum number of signals. Our main results include a characterization of scenarios where a single signal suffices and a computationally efficient algorithm to compute optimal signaling schemes.

Theory · Game Theory

Yang Cai, Constantinos Daskalakis, Haipeng Luo, Chen-Yu Wei, Weiqiang Zheng

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.

Theory · Game Theory

Yixuan Xu, Hanrui Zhang, Yu Cheng, Vincent Conitzer

Quantitative Relative Judgment Aggregation (QRJA) is a new research topic in (computational) social choice. In the QRJA model, agents provide judgments on the relative quality of different candidates, and the goal is to aggregate these judgments across all agents. In this work, our main conceptual contribution is to explore the interplay between QRJA in a social choice context and its application to ranking prediction. We observe that in QRJA, judges do not have to be people with subjective opinions; for example, a race can be viewed as a ``judgment'' on the contestants' relative abilities. This allows us to aggregate results from multiple races to evaluate the contestants' true qualities. At a technical level, we introduce new aggregation rules for QRJA and study their structural and computational properties. We evaluate the proposed methods on data from various real races and show that QRJA-based methods offer effective and interpretable ranking predictions.

Theory · Game Theory

Zhiyuan Fan, Christian Kroer, Gabriele Farina

First-order methods (FOMs) are arguably the most scalable algorithms for equilibrium computation in large extensive-form games. To operationalize these methods, a distance-generating function, acting as a regularizer for the strategy space, must be chosen. The ratio between the strong convexity modulus and the diameter of the regularizer is a key parameter in the analysis of FOMs.A natural question is then: what is the optimal distance-generating function for extensive-form decision spaces? In this paper, we make a number of contributions, ultimately establishing that the weight-one dilated entropy (DilEnt) distance-generating function is optimal up to logarithmic factors. The DilEnt regularizer is notable due to its iterate-equivalence with Kernelized OMWU (KOMWU)---the algorithm with state-of-the-art dependence on the game tree size in extensive-form games---when used in conjunction with the online mirror descent (OMD) algorithm. However, the standard analysis for OMD is unable to establish such a result; the only current analysis is by appealing to the iterate equivalence to KOMWU. We close this gap by introducing a pair of primal-dual treeplex norms, which we contend form the natural analytic viewpoint for studying the strong convexity of DilEnt. Using these norm pairs, we recover the diameter-to-strong-convexity ratio that predicts the same performance as KOMWU. Along with a new regret lower bound for online learning in sequence-form strategy spaces, we show that this ratio is nearly optimal.Finally, we showcase our analytic techniques by refining the analysis of Clairvoyant OMD when paired with DilEnt, establishing an $\mathcal{O}(n \log |\mathcal{V}| \log T/T)$ approximation rate to coarse correlated equilibrium in $n$-player games, where $|\mathcal{V}|$ is the number of reduced normal-form strategies of the players, establishing the new state of the art.

Fairness

Jiashi Gao, Ziwei Wang, Xiangyu Zhao, Xin Yao, Xuetao Wei

Federated learning (FL) offers a machine learning paradigm that protects privacy, allowing multiple clients to collaboratively train a global model while only accessing their local data. Recent research in FL has increasingly focused on improving the uniformity of model performance across clients, a fairness principle known as egalitarian fairness. However, achieving egalitarian fairness in FL may sacrifice the model performance for data-rich clients to benefit those with less data. This trade-off raises concerns about the stability of FL, as data-rich clients may opt to leave the current coalition and join another that is more closely aligned with its expected high performance. In this context, our work rigorously addresses the critical concern: **Does egalitarian fairness lead to instability?** Drawing from game theory and social choice theory, we initially characterize fair FL systems as altruism coalition formation games (ACFGs) and reveal that the instability issues emerging from the pursuit of egalitarian fairness are significantly related to the clients’ altruism within the coalition and the configuration of the friends-relationship networks among the clients. Then, we theoretically propose the optimal egalitarian fairness bounds that an FL coalition can achieve while maintaining core stability under various types of altruistic behaviors. The theoretical contributions clarify the quantitative relationships between achievable egalitarian fairness and the disparities in the sizes of local datasets, disproving the misconception that egalitarian fairness inevitably leads to instability. Finally, we conduct experiments to evaluate the consistency of our theoretically derived egalitarian fairness bounds with the empirically achieved egalitarian fairness in fair FL settings.

Theory · Game Theory

Simina Branzei, MohammadTaghi Hajiaghayi, Reed Phillips, Suho Shin, Kun Wang

We consider the setting of repeated fair division between two players, denoted Alice and Bob, with private valuations over a cake. In each round, a new cake arrives, which is identical to the ones in previous rounds. Alice cuts the cake at a point of her choice, while Bob chooses the left piece or the right piece, leaving the remainder for Alice. We consider two versions: sequential, where Bob observes Alice's cut point before choosing left/right, and simultaneous, where he only observes her cut point after making his choice. The simultaneous version was first considered by Aumann and Maschler. We observe that if Bob is almost myopic and chooses his favorite piece too often, then he can be systematically exploited by Alice through a strategy akin to a binary search. This strategy allows Alice to approximate Bob's preferences with increasing precision, thereby securing a disproportionate share of the resource over time.We analyze the limits of how much a player can exploit the other one and show that fair utility profiles are in fact achievable. Specifically, the players can enforce the equitable utility profile of $(1/2, 1/2)$ in the limit on every trajectory of play, by keeping the other player's utility to approximately $1/2$ on average while guaranteeing they themselves get at least approximately $1/2$ on average. We show this theorem using a connection with Blackwell approachability.Finally, we analyze a natural dynamic known as fictitious play, where players best respond to the empirical distribution of the other player. We show thatfictitious play converges to the equitable utility profile of $(1/2, 1/2)$ at a rate of $O(1/\sqrt{T})$.

Theory · Game Theory

Kunhe Yang, Hanrui Zhang

We study Bayesian persuasion under approximate best response, where the receiver may choose any action that is not too much suboptimal, given their posterior belief upon receiving the signal. We focus on the computational aspects of the problem, aiming to design algorithms that efficiently compute (almost) optimal strategies for the sender. Despite the absence of the revelation principle --- which has been one of the most powerful tools in Bayesian persuasion --- we design polynomial-time exact algorithms for the problem when either the state space or the action space is small, as well as a quasi-polynomial-time approximation scheme (QPTAS) for the general problem. On the negative side, we show there is no polynomial-time exact algorithm for the general problem unless $\mathsf{P} = \mathsf{NP}$. Our results build on several new algorithmic ideas, which might be useful in other principal-agent problems where robustness is desired.

Optimization · Convex

Yu-Hu Yan, Peng Zhao, Zhi-Hua Zhou

We investigate the problem of universal online learning with gradient-variation regret. Universal online learning aims to achieve regret guarantees without prior knowledge of the curvature of the online functions. Moreover, we study the problem-dependent gradient-variation regret as it plays a crucial role in bridging stochastic and adversarial optimization as well as game theory. In this work, we design a universal approach with the *optimal* gradient-variation regret simultaneously for strongly convex, exp-concave, and convex functions, thus addressing an open problem highlighted by [Yan et al. [2023]](https://openreview.net/forum?id=AA1xrgAP5z). Our approach is *simple* since it is algorithmically efficient-to-implement with a two-layer online ensemble structure and only $1$ gradient query per round, and theoretically easy-to-analyze with a novel and alternative analysis to the gradient-variation regret. Concretely, previous works on gradient variations require controlling the algorithmic stability, which is challenging and leads to sub-optimal regret and less efficient algorithm design. Our analysis overcomes this issue by using a Bregman divergence negative term from linearization and a useful smoothness property.

Theory · Game Theory

Davide Legacci, Panayotis Mertikopoulos, Christos Papadimitriou, Georgios Piliouras, Bary Pradelski

The long-run behavior of multi-agent online learning -- and, in particular, no-regret learning -- is relatively well-understood in potential games, where players have common interests. By contrast, in general harmonic games -- the strategic complement of potential games, where players have competing interests -- very little is known outside the narrow subclass of $2$-player zero-sum games with a fully-mixed equilibrium. Our paper seeks to partially fill this gap by focusing on the full class of (generalized) harmonic games and examining the convergence properties of "follow-the-regularized-leader" (FTRL), the most widely studied class of no-regret learning schemes. As a first result, we show that the continuous-time dynamics of FTRL are Poincaré recurrent, i.e., they return arbitrarily close to their starting point infinitely often, and hence fail to converge. In discrete time, the standard, "vanilla" implementation of FTRL may lead to even worse outcomes, eventually trapping the players in a perpetual cycle of best-responses. However, if FTRL is augmented with a suitable extrapolation step -- which includes as special cases the optimistic and mirror-prox variants of FTRL -- we show that learning converges to a Nash equilibrium from any initial condition, and all players are guaranteed at most $\mathcal{O}(1)$ regret. These results provide an in-depth understanding of no-regret learning in harmonic games, nesting prior work on $2$-player zero-sum games, and showing at a high level that potential and harmonic games are complementary not only from the strategic but also from the dynamic viewpoint.

Theory · Game Theory

Tao Lin, Kun Jin, Andrew Estornell, Xiaoying Zhang, Yiling Chen, Yang Liu

Recommender systems serve the dual purpose of presenting relevant content to users and helping content creators reach their target audience. The dual nature of these systems naturally influences both users and creators: users' preferences are affected by the items they are recommended, while creators may be incentivized to alter their content to attract more users. We define a model, called user-creator feature dynamics, to capture the dual influence of recommender systems. We prove that a recommender system with dual influence is guaranteed to polarize, causing diversity loss in the system. We then investigate, both theoretically and empirically, approaches for mitigating polarization and promoting diversity in recommender systems. Unexpectedly, we find that common diversity-promoting approaches do not work in the presence of dual influence, while relevancy-optimizing methods like top-$k$ truncation can prevent polarization and improve diversity of the system.