This paper considers repeated games in which one player has more information about the game than the other players. In particular, we investigate repeated two-player zero-sum games where only the column player knows the payoff matrix A of the game. Suppose that while repeatedly playing this game, the row player chooses her strategy at each round by using a no-regret algorithm to minimize her (pseudo) regret. We develop a no-instant-regret algorithm for the column player to exhibit last round convergence to a minimax equilibrium. We show that our algorithm is efficient against a large set of popular no-regret algorithms of the row player, including the multiplicative weight update algorithm, the online mirror descent method/follow-the-regularized-leader, the linear multiplicative weight update algorithm, and the optimistic multiplicative weight update.
We suggest a general method for inferring players' values from their actions in repeated games. The method extends and improves upon the recent suggestion of (Nekipelov et al., EC 2015) and is based on the assumption that players are more likely to exhibit sequences of actions that have lower regret. We evaluate this "quantal regret" method on two different datasets from experiments of repeated games with controlled player values: those of (Selten and Chmura, AER 2008) on a variety of two-player 2x2 games and our own experiment on ad-auctions (Noti et al., WWW 2014). We find that the quantal r…
We study a general class of repeated auctions, such as the ones found in electricity markets, as multi-agent games between the bidders. In such a repeated setting, bidders can adapt their strategies online based on the data observed in the previous auction rounds. Moreover, if no-regret algorithms are employed by the bidders to update their strategies, the game is known to converge to a coarse-correlated equilibrium, which generalizes the notion of Nash equilibrium to a probabilistic view of the auction state. Well-studied no-regret algorithms depend on the feedback information available at ev…
The connection between games and no-regret algorithms has been widely studied in the literature. A fundamental result is that when all players play no-regret strategies, this produces a sequence of actions whose time-average is a coarse-correlated equilibrium of the game. However, much less is known about equilibrium selection in the case that multiple equilibria exist. In this work, we study the convergence of no-regret bidding algorithms in auctions. Besides being of theoretical interest, bidding dynamics in auctions is an important question from a practical viewpoint as well. We study repea…
Recently the online advertising market has exhibited a gradual shift from second-price auctions to first-price auctions. Although there has been a line of works concerning online bidding strategies in first-price auctions, it still remains open how to handle budget constraints in the problem. In the present paper, we initiate the study for a buyer with budgets to learn online bidding strategies in repeated first-price auctions. We propose an RL-based bidding algorithm against the optimal non-anticipating strategy under stationary competition. Our algorithm obtains $\widetilde O(\sqrt T)$-regre…
Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret minimization has been extensively studied in repeated games, we study regret minimization for a richer class of games called bounded memory games. In each round of a two-player bounded memory-m game, both players simultaneously play an action, observe an outcome and receive a reward. The reward may depend on the last m outcomes as well as the actions of the players…
We study the design of mechanisms in combinatorial auction domains. We focus on settings where the auction is repeated, motivated by auctions for licenses or advertising space. We consider models of agent behaviour in which they either apply common learning techniques to minimize the regret of their bidding strategies, or apply short-sighted best-response strategies. We ask: when can a black-box approximation algorithm for the base auction problem be converted into a mechanism that approximately preserves the original algorithm's approximation factor on average over many iterations? We present…
The notion of \emph{policy regret} in online learning is a well defined? performance measure for the common scenario of adaptive adversaries, which more traditional quantities such as external regret do not take into account. We revisit the notion of policy regret and first show that there are online learning settings in which policy regret and external regret are incompatible: any sequence of play that achieves a favorable regret with respect to one definition must do poorly with respect to the other. We then focus on the game-theoretic setting where the adversary is a self-interested agent. …
We study the problem of guaranteeing low regret in repeated games against an opponent with unknown membership in one of several classes. We add the constraint that our algorithm is non-exploitable, in that the opponent lacks an incentive to use an algorithm against which we cannot achieve rewards exceeding some "fair" value. Our solution is an expert algorithm (LAFF) that searches within a set of sub-algorithms that are optimal for each opponent class and uses a punishment policy upon detecting evidence of exploitation by the opponent. With benchmarks that depend on the opponent class, we show…
University of Pennsylvania(宾夕法尼亚大学);Google Research(谷歌研究院)
Inspired by real-time ad exchanges for online display advertising, we consider the problem of inferring a buyer's value distribution for a good when the buyer is repeatedly interacting with a seller through a posted-price mechanism. We model the buyer as a strategic agent, whose goal is to maximize her long-term surplus, and we are interested in mechanisms that maximize the seller's long-term revenue. We define the natural notion of strategic regret --- the lost revenue as measured against a truthful (non-strategic) buyer. We present seller algorithms that are no-(strategic)-regret when the bu…
This paper studies two-player zero-sum repeated Bayesian games in which every player has a private type that is unknown to the other player, and the initial probability of the type of every player is publicly known. The types of players are independently chosen according to the initial probabilities, and are kept the same all through the game. At every stage, players simultaneously choose actions, and announce their actions publicly. For finite horizon cases, an explicit linear program is provided to compute players' security strategies. Moreover, based on the existing results in [1], this pap…
The Hebrew University of Jerusalem(耶路撒冷希伯来大学);Microsoft Research(微软研究院)
We consider the problem of bid prediction in repeated auctions and evaluate the performance of econometric methods for learning agents using a dataset from a mainstream sponsored search auction marketplace. Sponsored search auctions is a billion dollar industry and the main source of revenue of several tech giants. A critical problem in optimizing such marketplaces is understanding how bidders will react to changes in the auction design. We propose the use of no-regret based econometrics for bid prediction, modeling players as no-regret learners with respect to a utility function, unknown to t…
We study revenue optimization learning algorithms for repeated posted-price auctions where a seller interacts with a single strategic buyer that holds a fixed private valuation for a good and seeks to maximize his cumulative discounted surplus. For this setting, first, we propose a novel algorithm that never decreases offered prices and has a tight strategic regret bound in $Θ(\log\log T)$ under some mild assumptions on the buyer surplus discounting. This result closes the open research question on the existence of a no-regret horizon-independent weakly consistent pricing. The proposed algorit…
Blackwell approachability, regret minimization and calibration are three criteria evaluating a strategy (or an algorithm) in different sequential decision problems, or repeated games between a player and Nature. Although they have at first sight nothing in common, links between have been discovered: both consistent and calibrated strategies can be constructed by following, in some auxiliary game, an approachability strategy. We gathered famous or recent results and provide new ones in order to develop and generalize Blackwell's elegant theory. The final goal is to show how it can be used as a …
Repeated Bilateral Trade Against a Smoothed Adversary
Università degli Studi di Milano(米兰大学);Politecnico di Milano(米兰理工大学);University of Ottawa(渥太华大学);Istituto Italiano di Tecnologia(意大利技术研究院);Sapienza Università di Roma(罗马大学)
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.
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…
In this note, we consider repeated play of a finite game using learning rules whose period-by-period behavior probabilities or empirical distributions converge to some notion of equilibria of the stage game. Our primary focus is on uncoupled and completely uncoupled learning rules. While the former relies on players being aware of only their own payoff functions and able to monitor the action taken by the others, the latter assumes that players only know their own past realized payoffs. We highlight the border between possible and impossible results using these rules. We also overview several …
In general, two-agent decision-making problems can be modeled as a two-player game, and a typical solution is to find a Nash equilibrium in such game. Counterfactual regret minimization (CFR) is a well-known method to find a Nash equilibrium strategy in a two-player zero-sum game with imperfect information. The CFR method adopts a regret matching algorithm iteratively to reduce regret values progressively, enabling the average strategy to approach a Nash equilibrium. Although CFR-based methods have achieved significant success in the field of imperfect information games, there is still scope f…
No-regret learning has emerged as a powerful tool for solving extensive-form games. This was facilitated by the counterfactual-regret minimization (CFR) framework, which relies on the instantiation of regret minimizers for simplexes at each information set of the game. We use an instantiation of the CFR framework to develop algorithms for solving behaviorally-constrained (and, as a special case, perturbed in the Selten sense) extensive-form games, which allows us to compute approximate Nash equilibrium refinements. Nash equilibrium refinements are motivated by a major deficiency in Nash equili…
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
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.
Optimal No-regret Learning in Repeated First-price Auctions
Center for Data Science, New York University(纽约大学数据科学中心);Stern School of Business, New York University(纽约大学斯特恩商学院);Department of Electrical Engineering, Stanford University(斯坦福大学电气工程系)
Bayesian persuasion studies how an informed sender should influence beliefs of rational receivers who take decisions through Bayesian updating of a common prior. We focus on the online Bayesian persuasion framework, in which the sender repeatedly faces one or more receivers with unknown and adversarially selected types. First, we show how to obtain a tight $\tilde O(T^{1/2})$ regret bound in the case in which the sender faces a single receiver and has partial feedback, improving over the best previously known bound of $\tilde O(T^{4/5})$. Then, we provide the first no-regret guarantees for the…
Technion – Israel Institute of Technology(以色列理工学院)
Approachability theory, introduced by Blackwell (1956), provides fundamental results on repeated games with vector-valued payoffs, and has been usefully applied since in the theory of learning in games and to learning algorithms in the online adversarial setup. Given a repeated game with vector payoffs, a target set $S$ is approachable by a certain player (the agent) if he can ensure that the average payoff vector converges to that set no matter what his adversary opponent does. Blackwell provided two equivalent sets of conditions for a convex set to be approachable. The first (primary) condit…
In recent years, empirical game-theoretic analysis (EGTA) has emerged as a powerful tool for analyzing games in which an exact specification of the utilities is unavailable. Instead, EGTA assumes access to an oracle, i.e., a simulator, which can generate unbiased noisy samples of players' unknown utilities, given a strategy profile. Utilities can thus be empirically estimated by repeatedly querying the simulator. Recently, various progressive sampling (PS) algorithms have been proposed, which aim to produce PAC-style learning guarantees (e.g., approximate Nash equilibria with high probability)…
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…
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.
We study the limiting behavior of the mixed strategies that result from optimal no-regret learning strategies in a repeated game setting where the stage game is any 2 by 2 competitive game. We consider optimal no-regret algorithms that are mean-based and monotonic in their argument. We show that for any such algorithm, the limiting mixed strategies of the players cannot converge almost surely to any Nash equilibrium. This negative result is also shown to hold under a broad relaxation of these assumptions, including popular variants of Online-Mirror-Descent with optimism and/or adaptive step-si…
Chalmers University of Technology(查尔姆斯理工大学);Microsoft Research Lab(微软研究院)
We study two-player general sum repeated finite games where the rewards of each player are generated from an unknown distribution. Our aim is to find the egalitarian bargaining solution (EBS) for the repeated game, which can lead to much higher rewards than the maximin value of both players. Our most important contribution is the derivation of an algorithm that achieves simultaneously, for both players, a high-probability regret bound of order $\mathcal{O}(\sqrt[3]{\ln T}\cdot T^{2/3})$ after any $T$ rounds of play. We demonstrate that our upper bound is nearly optimal by proving a lower bound…
We consider the problem of learning optimal reserve price in repeated auctions against non-myopic bidders, who may bid strategically in order to gain in future rounds even if the single-round auctions are truthful. Previous algorithms, e.g., empirical pricing, do not provide non-trivial regret rounds in this setting in general. We introduce algorithms that obtain small regret against non-myopic bidders either when the market is large, i.e., no bidder appears in a constant fraction of the rounds, or when the bidders are impatient, i.e., they discount future utility by some factor mildly bounded…
We study the game redesign problem in which an external designer has the ability to change the payoff function in each round, but incurs a design cost for deviating from the original game. The players apply no-regret learning algorithms to repeatedly play the changed games with limited feedback. The goals of the designer are to (i) incentivize all players to take a specific target action profile frequently; and (ii) incur small cumulative design cost. We present game redesign algorithms with the guarantee that the target action profile is played in T-o(T) rounds while incurring only o(T) cumul…
We study repeated two-player games where one of the players, the learner, employs a no-regret learning strategy, while the other, the optimizer, is a rational utility maximizer. We consider general Bayesian games, where the payoffs of both the optimizer and the learner could depend on the type, which is drawn from a publicly known distribution, but revealed privately to the learner. We address the following questions: (a) what is the bare minimum that the optimizer can guarantee to obtain regardless of the no-regret learning algorithm employed by the learner? (b) are there learning algorithms …
University of California, Berkeley(加州大学伯克利分校);Stanford University(斯坦福大学)
Auctions with partially-revealed information about items are broadly employed in real-world applications, but the underlying mechanisms have limited theoretical support. In this work, we study a machine learning formulation of these types of mechanisms, presenting algorithms that are no-regret from the buyer's perspective. Specifically, a buyer who wishes to maximize his utility interacts repeatedly with a platform over a series of $T$ rounds. In each round, a new item is drawn from an unknown distribution and the platform publishes a price together with incomplete, "masked" information about …
We consider the setting where players run the Hedge algorithm or its optimistic variant to play an $n$-action game repeatedly for $T$ rounds. 1) For two-player games, we show that the regret of optimistic Hedge decays at $\tilde{O}( 1/T ^{5/6} )$, improving the previous bound $O(1/T^{3/4})$ by Syrgkanis, Agarwal, Luo and Schapire (NIPS'15) 2) In contrast, we show that the convergence rate of vanilla Hedge is no better than $\tildeΩ(1/ \sqrt{T})$, addressing an open question posted in Syrgkanis, Agarwal, Luo and Schapire (NIPS'15). For general m-player games, we show that the swap regret of eac…