In this paper, a Nash-type fictitious game framework is introduced to handle a time-inconsistent linear-quadratic optimal control. The Nash-type game in this framework is called fictitious as it is between the decision maker (called real player) and an auxiliary control variable (called fictitious player) with the real player and fictitious player looking for time-consistent policy and precomitted optimal policy, respectively. Namely, the fictitious-game framework is actually an auxiliary-variable-based mechanism where the fictitious player is our particular design. Noting that the real player's cost functional is revised in accordance with that of fictitious player, the equilibrium policy of real player is called an open-loop self-coordination control of original linear-quadratic problem. As a generalization, a time-inconsistent nonzero-sum stochastic linear-quadratic dynamic game is investigated, where one player is to look for precommitted optimal policy and the other player is to search time-consistent policy. Necessary and sufficient conditions are presented to ensure the existence of open-loop equilibrium of the nonzero-sum game, which resort to a set of Riccati-like equations and linear equations. By applying the developed theory of nonzero-sum game, open-loop self-coordination control of the linear-quadratic optimal control is fully characterized, and multi-period mean-variance portfolio selection is also investigated. Finally, numerical simulations are presented, which show the efficiency of the proposed fictitious-game framework.
We propose a deep neural network-based algorithm to identify the Markovian Nash equilibrium of general large $N$-player stochastic differential games. Following the idea of fictitious play, we recast the $N$-player game into $N$ decoupled decision problems (one for each player) and solve them iteratively. The individual decision problem is characterized by a semilinear Hamilton-Jacobi-Bellman equation, to solve which we employ the recently developed deep BSDE method. The resulted algorithm can solve large $N$-player games for which conventional numerical methods would suffer from the curse of …
In this paper, we apply the idea of fictitious play to design deep neural networks (DNNs), and develop deep learning theory and algorithms for computing the Nash equilibrium of asymmetric $N$-player non-zero-sum stochastic differential games, for which we refer as \emph{deep fictitious play}, a multi-stage learning process. Specifically at each stage, we propose the strategy of letting individual player optimize her own payoff subject to the other players' previous actions, equivalent to solve $N$ decoupled stochastic control optimization problems, which are approximated by DNNs. Therefore, th…
Princeton University(普林斯顿大学);University of California, Santa Barbara(加州大学圣巴巴拉分校)
Stochastic differential games have been used extensively to model agents' competitions in Finance, for instance, in P2P lending platforms from the Fintech industry, the banking system for systemic risk, and insurance markets. The recently proposed machine learning algorithm, deep fictitious play, provides a novel efficient tool for finding Markovian Nash equilibrium of large $N$-player asymmetric stochastic differential games [J. Han and R. Hu, Mathematical and Scientific Machine Learning Conference, pages 221-245, PMLR, 2020]. By incorporating the idea of fictitious play, the algorithm decoup…
Decentralised optimisation tasks are important components of multi-agent systems. These tasks can be interpreted as n-player potential games: therefore game-theoretic learning algorithms can be used to solve decentralised optimisation tasks. Fictitious play is the canonical example of these algorithms. Nevertheless fictitious play implicitly assumes that players have stationary strategies. We present a novel variant of fictitious play where players predict their opponents' strategies using Extended Kalman filters and use their predictions to update their strategies. We show that in 2 by 2 game…
The paper studies fictitious play (FP) learning dynamics in continuous time. It is shown that in almost every potential game, and for almost every initial condition, the rate of convergence of FP is exponential. In particular, the paper focuses on studying the behavior of FP in potential games in which all equilibria of the game are regular, as introduced by Harsanyi. Such games are referred to as regular potential games. Recently it has been shown that almost all potential games (in the sense of the Lebesgue measure) are regular. In this paper it is shown that in any regular potential game (a…
In this paper, the open-loop and closed-loop local and remote stochastic nonzero-sum game (LRSNG) problem is investigated. Different from previous works, the stochastic nonzero-sum game problem under consideration is essentially a special class of two-person nonzero-sum game problem, in which the information sets accessed by the two players are inconsistent. More specifically, both the local player and the remote player are involved in the system dynamics, and the information sets obtained by the two players are different, and each player is designed to minimize its own cost function. For the …
Univ. Lille(里尔大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所);CRIStAL(里尔大学信息与自动化研究所联合实验室);DeepMind Paris(巴黎深度思维);Princeton University ORFE(普林斯顿大学运筹学与金融工程系);Google Research Brain Team(谷歌研究院大脑团队)
In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $γ$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Me…
We study the convergence properties of decentralized fictitious play (DFP) for the class of near-potential games where the incentives of agents are nearly aligned with a potential function. In DFP, agents share information only with their current neighbors in a sequence of time-varying networks, keep estimates of other agents' empirical frequencies, and take actions to maximize their expected utility functions computed with respect to the estimated empirical frequencies. We show that empirical frequencies of actions converge to a set of strategies with potential function values that are larger…
The paper is concerned with distributed learning and optimization in large-scale settings. The well-known Fictitious Play (FP) algorithm has been shown to achieve Nash equilibrium learning in certain classes of multi-agent games. However, FP can be computationally difficult to implement when the number of players is large. Sampled FP is a variant of FP that mitigates the computational difficulties arising in FP by using a Monte-Carlo (i.e., sampling-based) approach. The Sampled FP algorithm has been studied both as a tool for distributed learning and as an optimization heuristic for large-scal…
Static potential games are non-cooperative games which admit a fictitious function, also referred to as a potential function, such that the minimizers of this function constitute a subset (or a refinement) of the Nash equilibrium strategies of the associated non-cooperative game. In this paper, we study a class $N$-player non-zero sum difference games with inequality constraints which admit a potential game structure. In particular, we provide conditions for the existence of an optimal control problem (with inequality constraints) such that the solution of this problem yields an open-loop Nash…
A game-theoretic framework for time-inconsistent stopping problems where the time-inconsistency is due to the consideration of a non-linear function of an expected reward is developed. A class of mixed strategy stopping times that allows the agents in the game to jointly choose the intensity function of a Cox process is introduced and motivated. A subgame perfect Nash equilibrium is defined. The equilibrium is characterized and other necessary and sufficient equilibrium conditions including a smooth fit result are proved. Existence and uniqueness are investigated. A mean-variance and a varianc…
We study a class of dynamic decision problems of mean field type with time inconsistent cost functionals, and derive a stochastic maximum principle to characterize subgame perfect Nash equilibrium points. Subsequently, this approach is extended to a mean field game to construct decentralized strategies and obtain an estimate of their performance.
We study an infinite-horizon discrete-time optimal stopping problem under non-exponential discounting. A new method, which we call the iterative approach, is developed to find subgame perfect Nash equilibria. When the discount function induces decreasing impatience, we establish the existence of an equilibrium through fixed-point iterations. Moreover, we show that there exists a unique optimal equilibrium, which generates larger value than any other equilibrium does at all times. To the best of our knowledge, this is the first time a dominating subgame perfect Nash equilibrium is shown to exis…
In this article we analyze a partial-information Nash Q-learning algorithm for a general 2-player stochastic game. Partial information refers to the setting where a player does not know the strategy or the actions taken by the opposing player. We prove convergence of this partially informed algorithm for general 2-player games with finitely many states and actions, and we confirm that the limiting strategy is in fact a full-information Nash equilibrium. In implementation, partial information offers simplicity because it avoids computation of Nash equilibria at every time step. In contrast, ful…
In this paper, which is a continuation of the previously published discrete time paper we develop a theory for continuous time stochastic control problems which, in various ways, are time inconsistent in the sense that they do not admit a Bellman optimality principle. We study these problems within a game theoretic framework, and we look for Nash subgame perfect equilibrium points. For a general controlled continuous time Markov process and a fairly general objective functional we derive an extension of the standard Hamilton-Jacobi-Bellman equation, in the form of a system of non-linear equati…
Control problems not admitting the dynamic programming principle are known as time-inconsistent. The game-theoretic approach is to interpret such problems as intrapersonal dynamic games and look for subgame perfect Nash equilibria. A fundamental result of time-inconsistent stochastic control is a verification theorem saying that solving the extended HJB system is a sufficient condition for equilibrium. We show that solving the extended HJB system is a necessary condition for equilibrium, under regularity assumptions. The controlled process is a general Itô diffusion.
In this paper, we consider a general time-inconsistent optimal control problem for a non homogeneous linear system, in which its state evolves according to a stochastic differential equation with deterministic coefficients, when the noise is driven by a Brownian motion and an independent Poisson point process. The running and the terminal costs in the objective functional, are explicitly dependent on some general discounting coefficients which cover the non-exponential and the hyperbolic discounting situations. Furthermore, the presence of some quadratic terms of the conditional expectation of…
We propose a distributed algorithm for multiagent systems that aim to optimize a common objective when agents differ in their estimates of the objective-relevant state of the environment. Each agent keeps an estimate of the environment and a model of the behavior of other agents. The model of other agents' behavior assumes agents choose their actions randomly based on a stationary distribution determined by the empirical frequencies of past actions. At each step, each agent takes the action that maximizes its expectation of the common objective computed with respect to its estimate of the envi…
Many efficient algorithms have been designed to recover Nash equilibria of various classes of finite games. Special classes of continuous games with infinite strategy spaces, such as polynomial games, can be solved by semidefinite programming. In general, however, continuous games are not directly amenable to computational procedures. In this contribution, we develop an iterative strategy generation technique for finding a Nash equilibrium in a whole class of continuous two-person zero-sum games with compact strategy sets. The procedure, which is called the double oracle algorithm, has been su…
Empirical Centroid Fictitious Play: An Approach For Distributed Learning In Multi-Agent Games
Carnegie Mellon University(卡内基梅隆大学);Institute for Systems and Robotics (ISR), Instituto Superior Tecnico (IST), Technical University of Lisbon(里斯本技术学院系统机器人研究所)
Nash Equilibria, Regularization and Computation in Optimal Transport-Based Distributionally Robust Optimization
Operations Research and Information Engineering, Cornell University(运筹学与信息工程系,康奈尔大学);Department of Electrical Engineering and Computer Sciences, UC Berkeley(电气工程与计算机科学系,加州大学伯克利分校);Automatic Control Lab, ETH Zürich(自动控制实验室,瑞士联邦理工学院(ETH) Zurich分校);Risk Analytics and Optimization Chair, EPFL Lausanne(风险分析与优化 chair,瑞士联邦理工学院(EPFL) Lausanne分校)
For a discrete time Markov chain and in line with Strotz' consistent planning we develop a framework for problems of optimal stopping that are time-inconsistent due to the consideration of a non-linear function of an expected reward. We consider pure and mixed stopping strategies and a (subgame perfect Nash) equilibrium. We provide different necessary and sufficient equilibrium conditions including a verification theorem. Using a fixed point argument we provide equilibrium existence results. We adapt and study the notion of the myopic adjustment process and introduce different kinds of equilib…
We study a type of generalized recursive game introduced by Castronova, Chen, and Zumbrun featuring increasing stakes, with an emphasis on continuous guts poker and $1$ v. $n$ coalitions. Our main results are to develop practical numerical algorithms with rigorous underlying theory for the approximation of optimal mutiplayer strategies, and to use these to obtain a number of interesting observations about guts. Outcomes are a striking 2-strategy optimum for $n$-player coalitions, with asymptotic advantage approximately $16\%$; convergence of Fictitious Play to symmetric Nash equilibrium; and a…
A \emph{new} notion of equilibrium, which we call \emph{strong equilibrium}, is introduced for time-inconsistent stopping problems in continuous time. Compared to the existing notions introduced in ArXiv: 1502.03998 and ArXiv: 1709.05181, which in this paper are called \emph{mild equilibrium} and \emph{weak equilibrium} respectively, a strong equilibrium captures the idea of subgame perfect Nash equilibrium more accurately. When the state process is a continuous-time Markov chain and the discount function is log sub-additive, we show that an optimal mild equilibrium is always a strong equilibr…
CNRS (French National Center for Scientific Research)(法国国家科学研究中心);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);University of Wisconsin(威斯康星大学)
We investigate a class of reinforcement learning dynamics where players adjust their strategies based on their actions' cumulative payoffs over time - specifically, by playing mixed strategies that maximize their expected cumulative payoff minus a regularization term. A widely studied example is exponential reinforcement learning, a process induced by an entropic regularization term which leads mixed strategies to evolve according to the replicator dynamics. However, in contrast to the class of regularization functions used to define smooth best responses in models of stochastic fictitious pla…
This paper studies a nonzero-sum Dynkin game in discrete time under non-exponential discounting. For both players, there are two levels of game-theoretic reasoning intertwined. First, each player looks for an intra-personal equilibrium among her current and future selves, so as to resolve time inconsistency triggered by non-exponential discounting. Next, given the other player's chosen stopping policy, each player selects a best response among her intra-personal equilibria. A resulting inter-personal equilibrium is then a Nash equilibrium between the two players, each of whom employs her best …
Standard Markovian optimal stopping problems are consistent in the sense that the first entrance time into the stopping set is optimal for each initial state of the process. Clearly, the usual concept of optimality cannot in a straightforward way be applied to non-standard stopping problems without this time-consistent structure. This paper is devoted to the solution of time-inconsistent stopping problems with the reward depending on the initial state using an adaptation of Strotz's consistent planning. More precisely, we give a precise equilibrium definition --- of the type subgame perfect Na…
We develop a theory for continuous-time non-Markovian stochastic control problems which are inherently time-inconsistent. Their distinguishing feature is that the classical Bellman optimality principle no longer holds. Our formulation is cast within the framework of a controlled non-Markovian forward stochastic differential equation, and a general objective functional setting. We adopt a game-theoretic approach to study such problems, meaning that we seek for sub-game perfect Nash equilibrium points. As a first novelty of this work, we introduce and motivate a refinement of the definition of e…
School of Mathematics and Statistics, Shandong University(山东大学数学与统计学院);Department of Mathematics, University of Southern California(南加州大学数学系);Fintech Thrust, Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州)金融科技领域)