Regret minimization is a powerful tool for solving large-scale extensive-form games. State-of-the-art methods rely on minimizing regret locally at each decision point. In this work we derive a new framework for regret minimization on sequential decision problems and extensive-form games with general compact convex sets at each decision point and general convex losses, as opposed to prior work which has been for simplex decision points and linear losses. We call our framework laminar regret decomposition. It generalizes the CFR algorithm to this more general setting. Furthermore, our framework enables a new proof of CFR even in the known setting, which is derived from a perspective of decomposing polytope regret, thereby leading to an arguably simpler interpretation of the algorithm. Our generalization to convex compact sets and convex losses allows us to develop new algorithms for several problems: regularized sequential decision making, regularized Nash equilibria in extensive-form games, and computing approximate extensive-form perfect equilibria. Our generalization also leads to the first regret-minimization algorithm for computing reduced-normal-form quantal response equilibria based on minimizing local regrets. Experiments show that our framework leads to algorithms that scale at a rate comparable to the fastest variants of counterfactual regret minimization for computing Nash equilibrium, and therefore our approach leads to the first algorithm for computing quantal response equilibria in extremely large games. Finally we show that our framework enables a new kind of scalable opponent exploitation approach.
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized …
In this short note, we consider the problem of solving a min-max zero-sum game. This problem has been extensively studied in the convex-concave regime where the global solution can be computed efficiently. Recently, there have also been developments for finding the first order stationary points of the game when one of the player's objective is concave or (weakly) concave. This work focuses on the non-convex non-concave regime where the objective of one of the players satisfies Polyak-Łojasiewicz (PL) Condition. For such a game, we show that a simple multi-step gradient descent-ascent algorithm…
Exploiting hidden structures in non-convex games for convergence to Nash equilibrium
Singapore University of Technology and Design(新加坡科技设计大学);UC Berkeley(加州大学伯克利分校);Univ. Grenoble Alpes, CNRS, Inria, Grenoble INP, LIG(格勒诺布尔阿尔卑斯大学、国家科学研究中心、国家信息与自动化研究所、格勒诺布尔国立理工学院、格勒诺布尔信息学实验室)
Min-max saddle point games appear in a wide range of applications in machine leaning and signal processing. Despite their wide applicability, theoretical studies are mostly limited to the special convex-concave structure. While some recent works generalized these results to special smooth non-convex cases, our understanding of non-smooth scenarios is still limited. In this work, we study special form of non-smooth min-max games when the objective function is (strongly) convex with respect to one of the player's decision variable. We show that a simple multi-step proximal gradient descent-ascen…
Columbia University(哥伦比亚大学);Singapore University of Technology and Design(新加坡科技设计大学)
Many recent AI architectures are inspired by zero-sum games, however, the behavior of their dynamics is still not well understood. Inspired by this, we study standard gradient descent ascent (GDA) dynamics in a specific class of non-convex non-concave zero-sum games, that we call hidden zero-sum games. In this class, players control the inputs of smooth but possibly non-linear functions whose outputs are being applied as inputs to a convex-concave game. Unlike general zero-sum games, these games have a well-defined notion of solution; outcomes that implement the von-Neumann equilibrium of the …
Many real-world applications involve teams of agents that have to coordinate their actions to reach a common goal against potential adversaries. This paper focuses on zero-sum games where a team of players faces an opponent, as is the case, for example, in Bridge, collusion in poker, and collusion in bidding. The possibility for the team members to communicate before gameplay---that is, coordinate their strategies ex ante---makes the use of behavioral strategies unsatisfactory. We introduce Soft Team Actor-Critic (STAC) as a solution to the team's coordination problem that does not require any…
Yale University(耶鲁大学);Georgia Institute of Technology(佐治亚理工学院);Technion - Israel Institute of Technology(以色列理工学院)
We develop an algorithmic framework for solving convex optimization problems using no-regret game dynamics. By converting the problem of minimizing a convex function into an auxiliary problem of solving a min-max game in a sequential fashion, we can consider a range of strategies for each of the two-players who must select their actions one after the other. A common choice for these strategies are so-called no-regret learning algorithms, and we describe a number of such and prove bounds on their regret. We then show that many classical first-order methods for convex optimization -- including a…
Columbia University(哥伦比亚大学);Singapore University of Technology and Design(新加坡科技设计大学)
We study a wide class of non-convex non-concave min-max games that generalizes over standard bilinear zero-sum games. In this class, players control the inputs of a smooth function whose output is being applied to a bilinear zero-sum game. This class of games is motivated by the indirect nature of the competition in Generative Adversarial Networks, where players control the parameters of a neural network while the actual competition happens between the distributions that the generator and discriminator capture. We establish theoretically, that depending on the specific instance of the problem …
ENS Paris-Saclay(巴黎萨克雷高等师范学校);University of Genova(热那亚大学);Université Toulouse 3 Paul Sabatier(图卢兹第三大学)
We prove that the iterates produced by, either the scalar step size variant, or the coordinatewise variant of AdaGrad algorithm, are convergent sequences when applied to convex objective functions with Lipschitz gradient. The key insight is to remark that such AdaGrad sequences satisfy a variable metric quasi-Fejér monotonicity property, which allows to prove convergence.
Methods from convex optimization are widely used as building blocks for deep learning algorithms. However, the reasons for their empirical success are unclear, since modern convolutional networks (convnets), incorporating rectifier units and max-pooling, are neither smooth nor convex. Standard guarantees therefore do not apply. This paper provides the first convergence rates for gradient descent on rectifier convnets. The proof utilizes the particular structure of rectifier networks which consists in binary active/inactive gates applied on top of an underlying linear network. The approach gene…
We consider the use of no-regret algorithms to compute equilibria for particular classes of convex-concave games. While standard regret bounds would lead to convergence rates on the order of $O(T^{-1/2})$, recent work \citep{RS13,SALS15} has established $O(1/T)$ rates by taking advantage of a particular class of optimistic prediction algorithms. In this work we go further, showing that for a particular class of games one achieves a $O(1/T^2)$ rate, and we show how this applies to the Frank-Wolfe method and recovers a similar bound \citep{D15}. We also show that such no-regret techniques can ev…
School of Computer Science(计算机科学学院);University of Waterloo(滑铁卢大学);Vector Institute(向量研究所)
Convergence to a saddle point for convex-concave functions has been studied for decades, while recent years has seen a surge of interest in non-convex (zero-sum) smooth games, motivated by their recent wide applications. It remains an intriguing research challenge how local optimal points are defined and which algorithm can converge to such points. An interesting concept is known as the local minimax point, which strongly correlates with the widely-known gradient descent ascent algorithm. This paper aims to provide a comprehensive analysis of local minimax points, such as their relation with o…
Media and Data Science Research Lab, Adobe(Adobe媒体与数据科学研究实验室);IIT Kharagpur, India(印度理工学院卡格拉普尔分校)
In social dilemma situations, individual rationality leads to sub-optimal group outcomes. Several human engagements can be modeled as a sequential (multi-step) social dilemmas. However, in contrast to humans, Deep Reinforcement Learning agents trained to optimize individual rewards in sequential social dilemmas converge to selfish, mutually harmful behavior. We introduce a status-quo loss (SQLoss) that encourages an agent to stick to the status quo, rather than repeatedly changing its policy. We show how agents trained with SQLoss evolve cooperative behavior in several social dilemma matrix ga…
Czech Technical University in Prague(布拉格捷克理工大学);Hebrew University of Jerusalem(耶路撒冷希伯来大学);Aarhus University(奥胡斯大学);IT-University of Copenhagen(哥本哈根信息技术大学)
The Stackelberg equilibrium solution concept describes optimal strategies to commit to: Player 1 (termed the leader) publicly commits to a strategy and Player 2 (termed the follower) plays a best response to this strategy (ties are broken in favor of the leader). We study Stackelberg equilibria in finite sequential games (or extensive-form games) and provide new exact algorithms, approximate algorithms, and hardness results for several classes of these sequential games.
Politecnico di Milano(米兰理工大学);University of Southampton(南安普顿大学)
We investigate the computation of equilibria in extensive-form games where ex ante correlation is possible, focusing on correlated equilibria requiring the least amount of communication between the players and the mediator. Motivated by the hardness results on the computation of normal-form correlated equilibria, we introduce the notion of normal-form coarse correlated equilibrium, extending the definition of coarse correlated equilibrium to sequential games. We show that, in two-player games without chance moves, an optimal (e.g., social welfare maximizing) normal-form coarse correlated equil…
Monte-Carlo counterfactual regret minimization (MCCFR) is the state-of-the-art algorithm for solving sequential games that are too large for full tree traversals. It works by using gradient estimates that can be computed via sampling. However, stochastic methods for sequential games have not been investigated extensively beyond MCCFR. In this paper we develop a new framework for developing stochastic regret minimization methods. This framework allows us to use any regret-minimization algorithm, coupled with any gradient estimator. The MCCFR algorithm can be analyzed as a special case of our fr…
We present a simple primal-dual algorithm for computing approximate Nash-equilibria in two-person zero-sum sequential games with incomplete information and perfect recall (like Texas Hold'em Poker). Our algorithm is numerically stable, performs only basic iterations (i.e matvec multiplications, clipping, etc., and no calls to external first-order oracles, no matrix inversions, etc.), and is applicable to a broad class of two-person zero-sum games including simultaneous games and sequential games with incomplete information and perfect recall. The applicability to the latter kind of games is th…
Matrix games like Prisoner's Dilemma have guided research on social dilemmas for decades. However, they necessarily treat the choice to cooperate or defect as an atomic action. In real-world social dilemmas these choices are temporally extended. Cooperativeness is a property that applies to policies, not elementary actions. We introduce sequential social dilemmas that share the mixed incentive structure of matrix game social dilemmas but also require agents to learn policies that implement their strategic intentions. We analyze the dynamics of policies learned by multiple self-interested indep…
This paper analyses Escardó and Oliva's generalisation of selection functions over a strong monad from a game-theoretic perspective. We focus on the case of the nondeterminism (finite nonempty powerset) monad $\mathcal{P}$. We use these nondeterministic selection functions of type $\mathcal{J}^{\mathcal{P}}_R X = (X \rightarrow R) \rightarrow \mathcal{P} (X)$ to study sequential games, extending previous work linking (deterministic) selection functions to game theory. Similar to deterministic selection functions, which compute a subgame perfect Nash equilibrium play of a game, we characterise …
In this paper, we analyze a transportation game first introduced by Fotakis, Gourvès, and Monnot in 2017, where players want to be transported to a common destination as quickly as possible and, in order to achieve this goal, they have to choose one of the available buses. We introduce a sequential version of this game and provide bounds for the Sequential Price of Stability and the Sequential Price of Anarchy in both metric and non-metric instances, considering three social cost functions: the total traveled distance by all buses, the maximum distance traveled by a bus, and the sum of the dis…
We examine sequential equilibrium in the context of computational games, where agents are charged for computation. In such games, an agent can rationally choose to forget, so issues of imperfect recall arise. In this setting, we consider two notions of sequential equilibrium. One is an ex ante notion, where a player chooses his strategy before the game starts and is committed to it, but chooses it in such a way that it remains optimal even off the equilibrium path. The second is an interim notion, where a player can reconsider at each information set whether he is doing the "right" thing, and …
We consider the degrees of non-computability (Weihrauch degrees) of finding winning strategies (or more generally, Nash equilibria) in infinite sequential games with certain winning sets (or more generally, outcome sets). In particular, we show that as the complexity of the winning sets increases in the difference hierarchy, the complexity of constructing winning strategies increases in the effective Borel hierarchy.
Stackelberg equilibrium is a solution concept that describes optimal strategies to commit: Player 1 (the leader) first commits to a strategy that is publicly announced, then Player 2 (the follower) plays a best response to the leader's commitment. We study the problem of computing Stackelberg equilibria in sequential games with finite and indefinite horizons, when players can play history-dependent strategies. Using the alternate formulation called strategies with memory, we establish that strategy profiles with polynomial memory size can be described efficiently. We prove that there exist a p…
Voting by sequential elimination is a low-communication voting protocol: voters play in sequence and eliminate one or more of the remaining candidates, until only one remains. While the fairness and efficiency of such protocols have been explored, the impact of strategic behaviour has not been addressed. We model voting by sequential elimination as a game. Given a fixed elimination sequence, we show that the outcome is the same in all subgame-perfect Nash equilibria of the corresponding game, and is polynomial-time computable. We measure the loss of social welfare due to strategic behaviour, w…
Tianjin University(天津大学);Washington State University(华盛顿州立大学)
The Iterated Prisoner's Dilemma has guided research on social dilemmas for decades. However, it distinguishes between only two atomic actions: cooperate and defect. In real-world prisoner's dilemmas, these choices are temporally extended and different strategies may correspond to sequences of actions, reflecting grades of cooperation. We introduce a Sequential Prisoner's Dilemma (SPD) game to better capture the aforementioned characteristics. In this work, we propose a deep multiagent reinforcement learning approach that investigates the evolution of mutual cooperation in SPD games. Our approa…
Politecnico di Milano(米兰理工大学);University of Southampton(南安普顿大学)
We study an information-structure design problem (a.k.a. persuasion) with a single sender and multiple receivers with actions of a priori unknown types, independently drawn from action-specific marginal distributions. As in the standard Bayesian persuasion model, the sender has access to additional information regarding the action types, which she can exploit when committing to a (noisy) signaling scheme through which she sends a private signal to each receiver. The novelty of our model is in considering the case where the receivers interact in a sequential game with imperfect information, wit…
We consider a dynamical approach to sequential games. By restricting the convertibility relation over strategy profiles, we obtain a semi-potential (in the sense of Kukushkin), and we show that in finite games the corresponding restriction of better-response dynamics will converge to a Nash equilibrium in quadratic time. Convergence happens on a per-player basis, and even in the presence of players with cyclic preferences, the players with acyclic preferences will stabilize. Thus, we obtain a candidate notion for rationality in the presence of irrational agents. Moreover, the restriction of co…
Department of Computer Science, Princeton University(普林斯顿大学计算机科学系)
We consider regret minimization in repeated games with non-convex loss functions. Minimizing the standard notion of regret is computationally intractable. Thus, we define a natural notion of regret which permits efficient optimization and generalizes offline guarantees for convergence to an approximate local optimum. We give gradient-based methods that achieve optimal regret, which in turn guarantee convergence to equilibrium in this framework.
The paper introduces a generic approach to solving Sequential Security Games (SGs) which utilizes Evolutionary Algorithms. Formulation of the method (named EASG) is general and largely game-independent, which allows for its application to a wide range of SGs with just little adjustments addressing game specificity. Comprehensive experiments performed on 3 different types of games (with 300 instances in total) demonstrate robustness and stability of EASG, manifested by repeatable achieving optimal or near-optimal solutions in the vast majority of the cases. The main advantage of EASG is time ef…
We investigate the existence of certain types of equilibria (Nash, $\varepsilon$-Nash, subgame perfect, $\varepsilon$-subgame perfect, Pareto-optimal) in multi-player multi-outcome infinite sequential games. We use two fundamental approaches: one requires strong topological restrictions on the games, but produces very strong existence results. The other merely requires some very basic determinacy properties to still obtain some existence results. Both results are transfer results: starting with the existence of some equilibria for a small class of games, they allow us to conclude the existence…
We study routing games where every agent sequentially decides her next edge when she obtains the green light at each vertex. Because every edge only has capacity to let out one agent per round, an edge acts as a FIFO waiting queue that causes congestion on agents who enter. Given $n$ agents over $|V|$ vertices, we show that for one agent, approximating a winning strategy within $n^{1-\varepsilon}$ of the optimum for any $\varepsilon>0$, or within any polynomial of $|V|$, are PSPACE-hard. Under perfect information, computing a subgame perfect equilibrium (SPE) is PSPACE-hard and in FPSPACE. Und…
We consider N-player non-zero sum games played on finite trees (i.e., sequential games), in which the players have the right to repeatedly update their respective strategies (for instance, to improve the outcome wrt to the current strategy profile). This generates a dynamics in the game which may eventually stabilise to a Nash Equilibrium (as with Kukushkin's lazy improvement), and we argue that it is interesting to study the conditions that guarantee such a dynamics to terminate. We build on the works of Le Roux and Pauly who have studied extensively one such dynamics, namely the Lazy Improve…
Despite the emphases on computability issues in research of algorithmic game theory, the limited computational capacity of players have received far less attention. This work examines how different levels of players' computational ability (or "rationality") impact the outcomes of sequential scheduling games. Surprisingly, our results show that a lower level of rationality of players may lead to better equilibria. More specifically, we characterize the sequential price of anarchy (SPoA) under two different models of bounded rationality, namely, players with $k$-lookahead and simple-minded playe…
We consider a dynamical approach to game in extensive forms. By restricting the convertibility relation over strategy profiles, we obtain a semi-potential (in the sense of Kukushkin), and we show that in finite games the corresponding restriction of better-response dynamics will converge to a Nash equilibrium in quadratic (finite) time. Convergence happens on a per-player basis, and even in the presence of players with cyclic preferences, the players with acyclic preferences will stabilize. Thus, we obtain a candidate notion for rationality in the presence of irrational agents. Moreover, the r…
There has been tremendous recent progress on equilibrium-finding algorithms for zero-sum imperfect-information extensive-form games, but there has been a puzzling gap between theory and practice. First-order methods have significantly better theoretical convergence rates than any counterfactual-regret minimization (CFR) variant. Despite this, CFR variants have been favored in practice. Experiments with first-order methods have only been conducted on small- and medium-sized games because those methods are complicated to implement in this setting, and because CFR variants have been enhanced exte…
An underlying assumption of Stackelberg Games (SGs) is perfect rationality of the players. However, in real-life situations (which are often modeled by SGs) the followers (terrorists, thieves, poachers or smugglers) -- as humans in general -- may act not in a perfectly rational way, as their decisions may be affected by biases of various kinds which bound rationality of their decisions. One of the popular models of bounded rationality (BR) is Anchoring Theory (AT) which claims that humans have a tendency to flatten probabilities of available options, i.e. they perceive a distribution of these …
In the context of multi-player, general-sum games, there is an increasing interest in solution concepts modeling some form of communication among players, since they can lead to socially better outcomes with respect to Nash equilibria, and may be reached through learning dynamics in a decentralized fashion. In this paper, we focus on coarse correlated equilibria (CCEs) in sequential games. First, we complete the picture on the complexity of finding social-welfare-maximizing CCEs by showing that the problem is not in Poly-APX unless P = NP. Furthermore, simple arguments show that CFR - working …
Two-player games have had a long and fruitful history of applications stretching across the social, biological, and physical sciences. Most applications of two-player games assume synchronous decisions or moves even when the games are iterated. But different strategies may emerge as preferred when the decisions or moves are sequential, or the games are iterated. Zero-determinant strategies developed by Press and Dyson are a new class of strategies that have been developed for synchronous two-player games, most notably the iterated prisoner's dilemma. Here we apply the Press-Dyson analysis to s…
Mila, Université de Montréal(蒙特利尔大学米拉研究所);XTX Markets;DeepMind
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in reinforcement learning which have been applied to complex games such as Go or Poker. In practice, a \emph{single} pair of networks is typically trained in order to find an approximate equilibrium of a highly nonconcave-nonconvex adversarial problem. However, while a classic result in game theory states such an equilibrium exists in concave-convex games, there is no a…
We define solution concepts appropriate for computationally bounded players playing a fixed finite game. To do so, we need to define what it means for a \emph{computational game}, which is a sequence of games that get larger in some appropriate sense, to represent a single finite underlying extensive-form game. Roughly speaking, we require all the games in the sequence to have essentially the same structure as the underlying game, except that two histories that are indistinguishable (i.e., in the same information set) in the underlying game may correspond to histories that are only computation…
We provide a necessary and sufficient condition under which a convex set is approachable in a game with partial monitoring, i.e.\ where players do not observe their opponents' moves but receive random signals. This condition is an extension of Blackwell's Criterion in the full monitoring framework, where players observe at least their payoffs. When our condition is fulfilled, we construct explicitly an approachability strategy, derived from a strategy satisfying some internal consistency property in an auxiliary game. We also provide an example of a convex set, that is neither (weakly)-approac…
We present polynomial-time algorithms as well as hardness results for equilibrium computation in atomic splittable routing games, for the case of general convex cost functions. These games model traffic in freight transportation, market oligopolies, data networks, and various other applications. An atomic splittable routing game is played on a network where the edges have traffic-dependent cost functions, and player strategies correspond to flows in the network. A player can thus split it's traffic arbitrarily among different paths. While many properties of equilibria in these games have been …