In this tutorial article, we give an overview of new challenges and representative results on distributed no-regret learning in multi-agent systems modeled as repeated unknown games. Four emerging game characteristics---dynamicity, incomplete and imperfect feedback, bounded rationality, and heterogeneity---that challenge canonical game models are explored. For each of the four characteristics, we illuminate its implications and ramifications in game modeling, notions of regret, feasible game outcomes, and the design and analysis of distributed learning algorithms.
We analyze a scenario in which software agents implemented as regret-minimizing algorithms engage in a repeated auction on behalf of their users. We study first-price and second-price auctions, as well as their generalized versions (e.g., as those used for ad auctions). Using both theoretical analysis and simulations, we show that, surprisingly, in second-price auctions the players have incentives to misreport their true valuations to their own learning agents, while in the first-price auction it is a dominant strategy for all players to truthfully report their valuations to their agents.
In two-player zero-sum games, if both players minimize their average external regret, then the average of the strategy profiles converges to a Nash equilibrium. For n-player general-sum games, however, theoretical guarantees for regret minimization are less understood. Nonetheless, Counterfactual Regret Minimization (CFR), a popular regret minimization algorithm for extensive-form games, has generated winning three-player Texas Hold'em agents in the Annual Computer Poker Competition (ACPC). In this paper, we provide the first set of theoretical properties for regret minimization algorithms in …
Microsoft Research(微软研究院);University of British Columbia(不列颠哥伦比亚大学)
We consider two agents playing simultaneously the same stochastic three-armed bandit problem. The two agents are cooperating but they cannot communicate. We propose a strategy with no collisions at all between the players (with very high probability), and with near-optimal regret $O(\sqrt{T \log(T)})$. We also argue that the extra logarithmic term $\sqrt{\log(T)}$ should be necessary by proving a lower bound for a full information variant of the problem.
Regret Minimization in Population Network Games: Vanishing Heterogeneity and Convergence to Equilibria
School of Mechanical Engineering, Northwestern Polytechnical University(西北工业大学机械工程学院);Department of Computing, Hong Kong Polytechnic University(香港理工大学计算机学院);Shanghai Artificial Intelligence Laboratory(上海人工智能实验室);School of Statistics and Mathematics, Yunnan University of Finance and Economics(云南财经大学统计与数学学院);School of Artificial Intelligence, Optics and Electronics (iOPEN), Northwestern Polytechnical University(西北工业大学人工智能、光学与电子学院(iOPEN));School of Cybersecurity, Northwestern Polytechnical University(西北工业大学网络安全学院)
Singapore University of Technology and Design(新加坡科技设计大学)
We show for the first time, to our knowledge, that it is possible to reconcile in online learning in zero-sum games two seemingly contradictory objectives: vanishing time-average regret and non-vanishing step sizes. This phenomenon, that we coin ``fast and furious" learning in games, sets a new benchmark about what is possible both in max-min optimization as well as in multi-agent systems. Our analysis does not depend on introducing a carefully tailored dynamic. Instead we focus on the most well studied online dynamic, gradient descent. Similarly, we focus on the simplest textbook class of gam…
A rich class of mechanism design problems can be understood as incomplete-information games between a principal who commits to a policy and an agent who responds, with payoffs determined by an unknown state of the world. Traditionally, these models require strong and often-impractical assumptions about beliefs (a common prior over the state). In this paper, we dispense with the common prior. Instead, we consider a repeated interaction where both the principal and the agent may learn over time from the state history. We reformulate mechanism design as a reinforcement learning problem and develo…
Gradient descent is arguably one of the most popular online optimization methods with a wide array of applications. However, the standard implementation where agents simultaneously update their strategies yields several undesirable properties; strategies diverge away from equilibrium and regret grows over time. In this paper, we eliminate these negative properties by introducing a different implementation to obtain finite regret via arbitrary fixed step-size. We obtain this surprising property by having agents take turns when updating their strategies. In this setting, we show that an agent th…
Dynamic Regret Bounds for Online Omniprediction with Long Term Constraints
Department of Computer and Information Sciences, University of Pennsylvania(计算机与信息科学系,宾夕法尼亚大学);Department of Statistics and Data Science, University of Pennsylvania(统计与数据科学系,宾夕法尼亚大学)
Mechanism design has found considerable application to the construction of agent-interaction protocols. In the standard setting, the type (e.g., utility function) of an agent is not known by other agents, nor is it known by the mechanism designer. When this uncertainty is quantified probabilistically, a mechanism induces a game of incomplete information among the agents. However, in many settings, uncertainty over utility functions cannot easily be quantified. We consider the problem of incomplete information games in which type uncertainty is strict or unquantified. We propose the use of mini…
Consider N cooperative but non-communicating players where each plays one out of M arms for T turns. Players have different utilities for each arm, representable as an NxM matrix. These utilities are unknown to the players. In each turn players select an arm and receive a noisy observation of their utility for it. However, if any other players selected the same arm that turn, all colliding players will all receive zero utility due to the conflict. No other communication or coordination between the players is possible. Our goal is to design a distributed algorithm that learns the matching betwe…
Harvard University(哈佛大学);UC Santa Cruz(加州大学圣克鲁兹分校)
We address the question of repeatedly learning linear classifiers against agents who are strategically trying to game the deployed classifiers, and we use the Stackelberg regret to measure the performance of our algorithms. First, we show that Stackelberg and external regret for the problem of strategic classification are strongly incompatible: i.e., there exist worst-case scenarios, where any sequence of actions providing sublinear external regret might result in linear Stackelberg regret and vice versa. Second, we present a strategy-aware algorithm for minimizing the Stackelberg regret for w…
Learning to Incentivize in Repeated Principal-Agent Problems with Adversarial Agent Arrivals
Paul G. Allen School of Computer Science \& Engineering, University of Washington, Seattle, USA;Department of Electrical;Computer Engineering, University of Washington, Seattle, USA
Companies like Google and Microsoft run billions of auctions every day to sell advertising opportunities. Any change to the rules of these auctions can have a tremendous effect on the revenue of the company and the welfare of the advertisers and the users. Therefore, any change requires careful evaluation of its potential impacts. Currently, such impacts are often evaluated by running simulations or small controlled experiments. This, however, misses the important factor that the advertisers respond to changes. Our goal is to build a theoretical framework for predicting the actions of an agent…
LINE Plus Corporation(LINE Plus公司);Pohang University of Science and Technology(浦项科技大学)
We consider a multi-armed bandit problem in which a set of arms is registered by each agent, and the agent receives reward when its arm is selected. An agent might strategically submit more arms with replications, which can bring more reward by abusing the bandit algorithm's exploration-exploitation balance. Our analysis reveals that a standard algorithm indeed fails at preventing replication and suffers from linear regret in time $T$. We aim to design a bandit algorithm which demotivates replications and also achieves a small cumulative regret. We devise Hierarchical UCB (H-UCB) of replicatio…
We consider the distributed channel selection problem in the context of device-to-device (D2D) communication as an underlay to a cellular network. Underlaid D2D users communicate directly by utilizing the cellular spectrum but their decisions are not governed by any centralized controller. Selfish D2D users that compete for access to the resources construct a distributed system, where the transmission performance depends on channel availability and quality. This information, however, is difficult to acquire. Moreover, the adverse effects of D2D users on cellular transmissions should be minimiz…
Northwestern University(西北大学);Yale University(耶鲁大学);University of California, Berkeley(加州大学伯克利分校)
We study a Markov matching market involving a planner and a set of strategic agents on the two sides of the market. At each step, the agents are presented with a dynamical context, where the contexts determine the utilities. The planner controls the transition of the contexts to maximize the cumulative social welfare, while the agents aim to find a myopic stable matching at each step. Such a setting captures a range of applications including ridesharing platforms. We formalize the problem by proposing a reinforcement learning framework that integrates optimistic value iteration with maximum we…
National University of Singapore(新加坡国立大学);Massachusetts Institute of Technology(麻省理工学院)
This paper presents a recursive reasoning formalism of Bayesian optimization (BO) to model the reasoning process in the interactions between boundedly rational, self-interested agents with unknown, complex, and costly-to-evaluate payoff functions in repeated games, which we call Recursive Reasoning-Based BO (R2-B2). Our R2-B2 algorithm is general in that it does not constrain the relationship among the payoff functions of different agents and can thus be applied to various types of games such as constant-sum, general-sum, and common-payoff games. We prove that by reasoning at level 2 or more a…
Massachusetts Institute of Technology(麻省理工学院);Microsoft Research(微软研究院);The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳));Harvard University(哈佛大学);Carnegie Mellon University(卡内基梅隆大学);Strategy Robot, Inc.(策略机器人公司);Strategic Machine, Inc.(战略机器公司);Optimized Markets, Inc(优化市场公司)
Stochastic multi-armed bandit (MAB) mechanisms are widely used in sponsored search auctions, crowdsourcing, online procurement, etc. Existing stochastic MAB mechanisms with a deterministic payment rule, proposed in the literature, necessarily suffer a regret of $Ω(T^{2/3})$, where $T$ is the number of time steps. This happens because the existing mechanisms consider the worst case scenario where the means of the agents' stochastic rewards are separated by a very small amount that depends on $T$. We make, and, exploit the crucial observation that in most scenarios, the separation between the ag…
University of Oxford(牛津大学);University of Antwerp(安特卫普大学);Université libre de Bruxelles(布鲁塞尔自由大学)
Discounted-sum games provide a formal model for the study of reinforcement learning, where the agent is enticed to get rewards early since later rewards are discounted. When the agent interacts with the environment, she may regret her actions, realizing that a previous choice was suboptimal given the behavior of the environment. The main contribution of this paper is a PSPACE algorithm for computing the minimum possible regret of a given game. To this end, several results of independent interest are shown. (1) We identify a class of regret-minimizing and admissible strategies that first assume…
We consider an N-player multi-armed bandit game where each player chooses one out of M arms for T turns. Each player has different expected rewards for the arms, and the instantaneous rewards are independent and identically distributed or Markovian. When two or more players choose the same arm, they all receive zero reward. Performance is measured using the expected sum of regrets, compared with an optimal assignment of arms to players that maximizes the sum of expected rewards. We assume that each player only knows her actions and the reward she received each turn. Players cannot observe the …
Harvard University(哈佛大学);The Hebrew University of Jerusalem(耶路撒冷希伯来大学)
We consider the problem of estimating preferences of human agents from data of strategic systems where the agents repeatedly interact. Recently, it was demonstrated that a new estimation method called "quantal regret" produces more accurate estimates for human agents than the classic approach that assumes that agents are rational and reach a Nash equilibrium; however, this method has not been compared to methods that take into account behavioral aspects of human play. In this paper we leverage equilibrium concepts from behavioral economics for this purpose and ask how well they perform compare…
We consider a setting where an agent's uncertainty is represented by a set of probability measures, rather than a single measure. Measure-by-measure updating of such a set of measures upon acquiring new information is well-known to suffer from problems; agents are not always able to learn appropriately. To deal with these problems, we propose using weighted sets of probabilities: a representation where each measure is associated with a weight, which denotes its significance. We describe a natural approach to updating in such a situation and a natural approach to determining the weights. We the…
We consider a setting where an agent's uncertainty is represented by a set of probability measures, rather than a single measure. Measure-bymeasure updating of such a set of measures upon acquiring new information is well-known to suffer from problems; agents are not always able to learn appropriately. To deal with these problems, we propose using weighted sets of probabilities: a representation where each measure is associated with a weight, which denotes its significance. We describe a natural approach to updating in such a situation and a natural approach to determining the weights. We then…