3,763 research outputs found
Approximate Nash Equilibria via Sampling
We prove that in a normal form n-player game with m actions for each player,
there exists an approximate Nash equilibrium where each player randomizes
uniformly among a set of O(log(m) + log(n)) pure strategies. This result
induces an algorithm for computing an approximate Nash
equilibrium in games where the number of actions is polynomial in the number of
players (m=poly(n)), where is the size of the game (the input size).
In addition, we establish an inverse connection between the entropy of Nash
equilibria in the game, and the time it takes to find such an approximate Nash
equilibrium using the random sampling algorithm
Computing Approximate Pure Nash Equilibria in Shapley Value Weighted Congestion Games
We study the computation of approximate pure Nash equilibria in Shapley value
(SV) weighted congestion games, introduced in [19]. This class of games
considers weighted congestion games in which Shapley values are used as an
alternative (to proportional shares) for distributing the total cost of each
resource among its users. We focus on the interesting subclass of such games
with polynomial resource cost functions and present an algorithm that computes
approximate pure Nash equilibria with a polynomial number of strategy updates.
Since computing a single strategy update is hard, we apply sampling techniques
which allow us to achieve polynomial running time. The algorithm builds on the
algorithmic ideas of [7], however, to the best of our knowledge, this is the
first algorithmic result on computation of approximate equilibria using other
than proportional shares as player costs in this setting. We present a novel
relation that approximates the Shapley value of a player by her proportional
share and vice versa. As side results, we upper bound the approximate price of
anarchy of such games and significantly improve the best known factor for
computing approximate pure Nash equilibria in weighted congestion games of [7].Comment: The final publication is available at Springer via
http://dx.doi.org/10.1007/978-3-319-71924-5_1
Deep Reinforcement Learning from Self-Play in Imperfect-Information Games
Many real-world applications can be described as large-scale games of
imperfect information. To deal with these challenging domains, prior work has
focused on computing Nash equilibria in a handcrafted abstraction of the
domain. In this paper we introduce the first scalable end-to-end approach to
learning approximate Nash equilibria without prior domain knowledge. Our method
combines fictitious self-play with deep reinforcement learning. When applied to
Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium,
whereas common reinforcement learning methods diverged. In Limit Texas Holdem,
a poker game of real-world scale, NFSP learnt a strategy that approached the
performance of state-of-the-art, superhuman algorithms based on significant
domain expertise.Comment: updated version, incorporating conference feedbac
Discretized Multinomial Distributions and Nash Equilibria in Anonymous Games
We show that there is a polynomial-time approximation scheme for computing
Nash equilibria in anonymous games with any fixed number of strategies (a very
broad and important class of games), extending the two-strategy result of
Daskalakis and Papadimitriou 2007. The approximation guarantee follows from a
probabilistic result of more general interest: The distribution of the sum of n
independent unit vectors with values ranging over {e1, e2, ...,ek}, where ei is
the unit vector along dimension i of the k-dimensional Euclidean space, can be
approximated by the distribution of the sum of another set of independent unit
vectors whose probabilities of obtaining each value are multiples of 1/z for
some integer z, and so that the variational distance of the two distributions
is at most eps, where eps is bounded by an inverse polynomial in z and a
function of k, but with no dependence on n. Our probabilistic result specifies
the construction of a surprisingly sparse eps-cover -- under the total
variation distance -- of the set of distributions of sums of independent unit
vectors, which is of interest on its own right.Comment: In the 49th Annual IEEE Symposium on Foundations of Computer Science,
FOCS 200
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