Mila & DIRO, Université de Montréal(蒙特利尔大学 Mila 与计算机科学与运筹学系)
Gauthier Gidel, Reyhane Askari Hemmat, Mohammad Pezeshki, Remi Lepriol, Gabriel Huang, Simon Lacoste-Julien, Ioannis Mitliagkas
备注:
Appears in: Proceedings of the 22nd International Conference on Artificial Intelligence and Statistics (AISTATS 2019). Minor changes with respect to the AISTATS version: typo corrected in Thm. 6 (squared condition number instead of condition number; and small change in constant) and dependence in $β$ changed in Theorem 5 for the formal statement; not changing the conclusions. 28 pages
Games generalize the single-objective optimization paradigm by introducing different objective functions for different players. Differentiable games often proceed by simultaneous or alternating gradient updates. In machine learning, games are gaining new importance through formulations like generative adversarial networks (GANs) and actor-critic systems. However, compared to single-objective optimization, game dynamics are more complex and less understood. In this paper, we analyze gradient-based methods with momentum on simple games. We prove that alternating updates are more stable than simultaneous updates. Next, we show both theoretically and empirically that alternating gradient updates with a negative momentum term achieves convergence in a difficult toy adversarial problem, but also on the notoriously difficult to train saturating GANs.
University of Colorado Boulder(科罗拉多大学博尔德分校);Singapore University of Technology and Design(新加坡科技设计大学)
Games are natural models for multi-agent machine learning settings, such as generative adversarial networks (GANs). The desirable outcomes from algorithmic interactions in these games are encoded as game theoretic equilibrium concepts, e.g. Nash and coarse correlated equilibria. As directly computing an equilibrium is typically impractical, one often aims to design learning algorithms that iteratively converge to equilibria. A growing body of negative results casts doubt on this goal, from non-convergence to chaotic and even arbitrary behaviour. In this paper we add a strong negative result to…
University of Toronto(多伦多大学);Vector Institute(向量研究所);Princeton University(普林斯顿大学)
Smooth game optimization has recently attracted great interest in machine learning as it generalizes the single-objective optimization paradigm. However, game dynamics is more complex due to the interaction between different players and is therefore fundamentally different from minimization, posing new challenges for algorithm design. Notably, it has been shown that negative momentum is preferred due to its ability to reduce oscillation in game dynamics. Nevertheless, the convergence rate of negative momentum was only established in simple bilinear games. In this paper, we extend the analysis …
We present a novel game-theoretic formulation of Non-Negative Matrix Factorization (NNMF), a popular data-analysis method with many scientific and engineering applications. The game-theoretic formulation is shown to have favorable scaling and parallelization properties, while retaining reconstruction and convergence performance comparable to the traditional Multiplicative Updates algorithm.
Queensland University of Technology(昆士兰科技大学);Maastricht University(马斯特里赫特大学)
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-games first is that once the actions which lead to a terminal state are understood, it becomes possible to incrementally learn the consequences of actions that are further away from a terminal state - we call this an end-game-first curriculum. Currently the state-of-the-art machi…
University of Maryland(马里兰大学);National Taiwan University(国立台湾大学)
In a social network, agents are intelligent and have the capability to make decisions to maximize their utilities. They can either make wise decisions by taking advantages of other agents' experiences through learning, or make decisions earlier to avoid competitions from huge crowds. Both these two effects, social learning and negative network externality, play important roles in the decision process of an agent. While there are existing works on either social learning or negative network externality, a general study on considering both these two contradictory effects is still limited. We find…
Since DeepMind's AlphaZero, Zero learning quickly became the state-of-the-art method for many board games. It can be improved using a fully convolutional structure (no fully connected layer). Using such an architecture plus global pooling, we can create bots independent of the board size. The training can be made more robust by keeping track of the best checkpoints during the training and by training against them. Using these features, we release Polygames, our framework for Zero learning, with its library of games and its checkpoints. We won against strong humans at the game of Hex in 19x19, …
To improve efficiency and reduce failures in autonomous vehicles, research has focused on developing robust and safe learning methods that take into account disturbances in the environment. Existing literature in robust reinforcement learning poses the learning problem as a two player game between the autonomous system and disturbances. This paper examines two different algorithms to solve the game, Robust Adversarial Reinforcement Learning and Neural Fictitious Self Play, and compares performance on an autonomous driving scenario. We extend the game formulation to a semi-competitive setting a…
University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校);University of Memphis(孟菲斯大学)
Deep Reinforcement Learning (RL) demonstrates excellent performance on tasks that can be solved by trained policy. It plays a dominant role among cutting-edge machine learning approaches using multi-layer Neural networks (NNs). At the same time, Deep RL suffers from high sensitivity to noisy, incomplete, and misleading input data. Following biological intuition, we involve Spiking Neural Networks (SNNs) to address some deficiencies of deep RL solutions. Previous studies in image classification domain demonstrated that standard NNs (with ReLU nonlinearity) trained using supervised learning can …
University of Southern California Information Sciences Institute(南加州大学信息科学研究所)
Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is extracting meaningful patterns of activity from this type of data, in a way that is also easy to interpret. Here, we propose to exploit tensor decomposition techniques, and in particular Non-negative Tensor Factorization, to discover hidden correlated behavioral patterns of play in a popular game: League of Legends. We first collect the entire gaming history of a…
CSIRO’s Data61(澳大利亚联邦科学与工业研究组织数据61研究所);University of Melbourne(墨尔本大学)
In this paper, we employ a game-theoretic model to analyze the interaction between an adversary and a classifier. There are two classes (i.e., positive and negative classes) to which data points can belong. The adversary is interested in maximizing the probability of miss-detection for the positive class (i.e., false negative probability). The adversary however does not want to significantly modify the data point so that it still maintains favourable traits of the original class. The classifier, on the other hand, is interested in maximizing the probability of correct detection for the positiv…
In Multi-Agent Reinforcement Learning (MA-RL), independent cooperative learners must overcome a number of pathologies to learn optimal joint policies. Addressing one pathology often leaves approaches vulnerable towards others. For instance, hysteretic Q-learning addresses miscoordination while leaving agents vulnerable towards misleading stochastic rewards. Other methods, such as leniency, have proven more robust when dealing with multiple pathologies simultaneously. However, leniency has predominately been studied within the context of strategic form games (bimatrix games) and fully observabl…
University of Washington(华盛顿大学);Microsoft Research Redmond(微软研究院雷德蒙德分院);Princeton University(普林斯顿大学);Institute for Advanced Study(高等研究院)
Given a separation oracle for a convex set $K \subset \mathbb{R}^n$ that is contained in a box of radius $R$, the goal is to either compute a point in $K$ or prove that $K$ does not contain a ball of radius $ε$. We propose a new cutting plane algorithm that uses an optimal $O(n \log (κ))$ evaluations of the oracle and an additional $O(n^2)$ time per evaluation, where $κ= nR/ε$. $\bullet$ This improves upon Vaidya's $O( \text{SO} \cdot n \log (κ) + n^{ω+1} \log (κ))$ time algorithm [Vaidya, FOCS 1989a] in terms of polynomial dependence on $n$, where $ω< 2.373$ is the exponent of matrix multipli…
DeepMind;Singapore University of Technology and Design(新加坡科技设计大学)
With the success of modern machine learning, it is becoming increasingly important to understand and control how learning algorithms interact. Unfortunately, negative results from game theory show there is little hope of understanding or controlling general n-player games. We therefore introduce smooth markets (SM-games), a class of n-player games with pairwise zero sum interactions. SM-games codify a common design pattern in machine learning that includes (some) GANs, adversarial training, and other recent algorithms. We show that SM-games are amenable to analysis and optimization using first…