本文研究有限博弈中带正则化的无悔学习的长期行为。该领域一个众所周知的结果表明,无悔博弈的经验频率会收敛到博弈的粗相关均衡集;但我们对参与者实际策略随时间演化的理解要有限得多——在很多情况下甚至完全空白。一系列近期研究结果进一步加剧了这一问题,这些结果表明在正则化学习下只有严格纳什均衡是稳定且具有吸引性的,这使得学习与逐点解概念之间的关系变得格外难以捉摸。\n有鉴于此,我们采用了一种更具普适性的方法,转而致力于刻画参与者日常博弈行为的“集合式”理性属性。为此,我们聚焦于集合式策略稳定性中最严格的标准之一,即从目标集合出发的任何单边偏离都会给偏离者带来成本——这一属性被称为优反应闭包(closedness under better replies,简称CBR)。\n通过这一研究,我们得到了策略稳定性与动态稳定性之间影响深远的等价关系:一个纯策略乘积集合是优反应闭包的,当且仅当它的张成空间在正则化学习下是稳定且具有吸引性的。此外,我们还估计了向这类集合收敛的速率,结果表明基于熵正则化的方法(如指数权重算法exponential weights algorithm)以几何速率收敛,而基于投影的方法即使在赌博机式、基于收益的反馈下,也能在有限次迭代内收敛。
英文摘要:
In this paper, we examine the long-run behavior of regularized, no-regret learning in finite games. A well-known result in the field states that the empirical frequencies of no-regret play converge to the game's set of coarse correlated equilibria; however, our understanding of how the players' actual strategies evolve over time is much more limited - and, in many cases, non-existent. This issue is exacerbated further by a series of recent results showing that only strict Nash equilibria are stable and attracting under regularized learning, thus making the relation between learning and pointwise solution concepts particularly elusive. In lieu of this, we take a more general approach and instead seek to characterize the \emph{setwise} rationality properties of the players' day-to-day play. To that end, we focus on one of the most stringent criteria of setwise strategic stability, namely that any unilateral deviation from the set in question incurs a cost to the deviator - a property known as closedness under better replies (club). In so doing, we obtain a far-reaching equivalence between strategic and dynamic stability: a product of pure strategies is closed under better replies if and only if its span is stable and attracting under regularized learning. In addition, we estimate the rate of convergence to such sets, and we show that methods based on entropic regularization (like the exponential weights algorithm) converge at a geometric rate, while projection-based methods converge within a finite number of iterations, even with bandit, payoff-based feedback.
Robust Markov decision processes (MDPs) aim to handle changing or partially known system dynamics. To solve them, one typically resorts to robust optimization methods. However, this significantly increases computational complexity and limits scalability in both learning and planning. On the other hand, regularized MDPs show more stability in policy learning without impairing time complexity. Yet, they generally do not encompass uncertainty in the model dynamics. In this work, we aim to learn robust MDPs using regularization. We first show that regularized MDPs are a particular instance of robu…
Robust Markov decision processes (MDPs) aim to handle changing or partially known system dynamics. To solve them, one typically resorts to robust optimization methods. However, this significantly increases computational complexity and limits scalability in both learning and planning. On the other hand, regularized MDPs show more stability in policy learning without impairing time complexity. Yet, they generally do not encompass uncertainty in the model dynamics. In this work, we aim to learn robust MDPs using regularization. We first show that regularized MDPs are a particular instance of robu…
National Technical University of Athens(雅典国立技术大学);Columbia University(哥伦比亚大学);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);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);Criteo AI Lab(Criteo人工智能实验室)
In this paper, we examine the Nash equilibrium convergence properties of no-regret learning in general N-player games. For concreteness, we focus on the archetypal follow the regularized leader (FTRL) family of algorithms, and we consider the full spectrum of uncertainty that the players may encounter - from noisy, oracle-based feedback, to bandit, payoff-based information. In this general context, we establish a comprehensive equivalence between the stability of a Nash equilibrium and its support: a Nash equilibrium is stable and attracting with arbitrarily high probability if and only if it …
Two of the leading approaches for model-free reinforcement learning are policy gradient methods and $Q$-learning methods. $Q$-learning methods can be effective and sample-efficient when they work, however, it is not well-understood why they work, since empirically, the $Q$-values they estimate are very inaccurate. A partial explanation may be that $Q$-learning methods are secretly implementing policy gradient updates: we show that there is a precise equivalence between $Q$-learning and policy gradient methods in the setting of entropy-regularized reinforcement learning, that "soft" (entropy-re…
Bridging the Gap between Newton-Raphson Method and Regularized Policy Iteration
Laboratory for Information and Decision Systems, Massachusetts Institute of Technology(信息与决策系统实验室,麻省理工学院);Department of Mechanical Engineering, Tsinghua University(机械工程系,清华大学);College of Artificial Intelligence and the School of Vehicle and Mobility, Tsinghua University(人工智能学院和车辆与移动系统学院,清华大学)
Indian Institute of Science(印度科学学院);IBM India Research Labs(IBM印度研究实验室)
We study the problem of training an accurate linear regression model by procuring labels from multiple noisy crowd annotators, under a budget constraint. We propose a Bayesian model for linear regression in crowdsourcing and use variational inference for parameter estimation. To minimize the number of labels crowdsourced from the annotators, we adopt an active learning approach. In this specific context, we prove the equivalence of well-studied criteria of active learning like entropy minimization and expected error reduction. Interestingly, we observe that we can decouple the problems of iden…
Google Research(谷歌研究院);Université de Lorraine(洛林大学);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)
The $Q$-function is a central quantity in many Reinforcement Learning (RL) algorithms for which RL agents behave following a (soft)-greedy policy w.r.t. to $Q$. It is a powerful tool that allows action selection without a model of the environment and even without explicitly modeling the policy. Yet, this scheme can only be used in discrete action tasks, with small numbers of actions, as the softmax cannot be computed exactly otherwise. Especially the usage of function approximation, to deal with continuous action spaces in modern actor-critic architectures, intrinsically prevents the exact com…
We approach the continuous-time mean-variance (MV) portfolio selection with reinforcement learning (RL). The problem is to achieve the best tradeoff between exploration and exploitation, and is formulated as an entropy-regularized, relaxed stochastic control problem. We prove that the optimal feedback policy for this problem must be Gaussian, with time-decaying variance. We then establish connections between the entropy-regularized MV and the classical MV, including the solvability equivalence and the convergence as exploration weighting parameter decays to zero. Finally, we prove a policy imp…
We demonstrate an equivalence between reproducing kernel Hilbert space (RKHS) embeddings of conditional distributions and vector-valued regressors. This connection introduces a natural regularized loss function which the RKHS embeddings minimise, providing an intuitive understanding of the embeddings and a justification for their use. Furthermore, the equivalence allows the application of vector-valued regression methods and results to the problem of learning conditional distributions. Using this link we derive a sparse version of the embedding by considering alternative formulations. Further,…
We study online learning problems in which the learner has extra knowledge about the adversary's behaviour, i.e., in game-theoretic settings where opponents typically follow some no-external regret learning algorithms. Under this assumption, we propose two new online learning algorithms, Accurate Follow the Regularized Leader (AFTRL) and Prod-Best Response (Prod-BR), that intensively exploit this extra knowledge while maintaining the no-regret property in the worst-case scenario of having inaccurate extra information. Specifically, AFTRL achieves $O(1)$ external regret or $O(1)$ \emph{forward …
We revisit the crucial issue of natural game equivalences, and semantics of game logics based on these. We present reasons for investigating finer concepts of game equivalence than equality of standard powers, though staying short of modal bisimulation. Concretely, we propose a more finegrained notion of equality of "basic powers" which record what players can force plus what they leave to others to do, a crucial feature of interaction. This notion is closer to game-theoretic strategic form, as we explain in detail, while remaining amenable to logical analysis. We determine the properties of b…