1,312 research outputs found
Query Complexity of Correlated Equilibrium
We study lower bounds on the query complexity of determining correlated
equilibrium. In particular, we consider a query model in which an n-player game
is specified via a black box that returns players' utilities at pure action
profiles. In this model we establish that in order to compute a correlated
equilibrium any deterministic algorithm must query the black box an exponential
(in n) number of times.Comment: Added reference
The Computational Power of Optimization in Online Learning
We consider the fundamental problem of prediction with expert advice where
the experts are "optimizable": there is a black-box optimization oracle that
can be used to compute, in constant time, the leading expert in retrospect at
any point in time. In this setting, we give a novel online algorithm that
attains vanishing regret with respect to experts in total
computation time. We also give a lower bound showing
that this running time cannot be improved (up to log factors) in the oracle
model, thereby exhibiting a quadratic speedup as compared to the standard,
oracle-free setting where the required time for vanishing regret is
. These results demonstrate an exponential gap between
the power of optimization in online learning and its power in statistical
learning: in the latter, an optimization oracle---i.e., an efficient empirical
risk minimizer---allows to learn a finite hypothesis class of size in time
. We also study the implications of our results to learning in
repeated zero-sum games, in a setting where the players have access to oracles
that compute, in constant time, their best-response to any mixed strategy of
their opponent. We show that the runtime required for approximating the minimax
value of the game in this setting is , yielding
again a quadratic improvement upon the oracle-free setting, where
is known to be tight
Learning what matters - Sampling interesting patterns
In the field of exploratory data mining, local structure in data can be
described by patterns and discovered by mining algorithms. Although many
solutions have been proposed to address the redundancy problems in pattern
mining, most of them either provide succinct pattern sets or take the interests
of the user into account-but not both. Consequently, the analyst has to invest
substantial effort in identifying those patterns that are relevant to her
specific interests and goals. To address this problem, we propose a novel
approach that combines pattern sampling with interactive data mining. In
particular, we introduce the LetSIP algorithm, which builds upon recent
advances in 1) weighted sampling in SAT and 2) learning to rank in interactive
pattern mining. Specifically, it exploits user feedback to directly learn the
parameters of the sampling distribution that represents the user's interests.
We compare the performance of the proposed algorithm to the state-of-the-art in
interactive pattern mining by emulating the interests of a user. The resulting
system allows efficient and interleaved learning and sampling, thus
user-specific anytime data exploration. Finally, LetSIP demonstrates favourable
trade-offs concerning both quality-diversity and exploitation-exploration when
compared to existing methods.Comment: PAKDD 2017, extended versio
Query Complexity of Approximate Nash Equilibria
We study the query complexity of approximate notions of Nash equilibrium in
games with a large number of players . Our main result states that for
-player binary-action games and for constant , the query
complexity of an -well-supported Nash equilibrium is exponential
in . One of the consequences of this result is an exponential lower bound on
the rate of convergence of adaptive dynamics to approxiamte Nash equilibrium
Asymptotically Truthful Equilibrium Selection in Large Congestion Games
Studying games in the complete information model makes them analytically
tractable. However, large player interactions are more realistically
modeled as games of incomplete information, where players may know little to
nothing about the types of other players. Unfortunately, games in incomplete
information settings lose many of the nice properties of complete information
games: the quality of equilibria can become worse, the equilibria lose their
ex-post properties, and coordinating on an equilibrium becomes even more
difficult. Because of these problems, we would like to study games of
incomplete information, but still implement equilibria of the complete
information game induced by the (unknown) realized player types.
This problem was recently studied by Kearns et al. and solved in large games
by means of introducing a weak mediator: their mediator took as input reported
types of players, and output suggested actions which formed a correlated
equilibrium of the underlying game. Players had the option to play
independently of the mediator, or ignore its suggestions, but crucially, if
they decided to opt-in to the mediator, they did not have the power to lie
about their type. In this paper, we rectify this deficiency in the setting of
large congestion games. We give, in a sense, the weakest possible mediator: it
cannot enforce participation, verify types, or enforce its suggestions.
Moreover, our mediator implements a Nash equilibrium of the complete
information game. We show that it is an (asymptotic) ex-post equilibrium of the
incomplete information game for all players to use the mediator honestly, and
that when they do so, they end up playing an approximate Nash equilibrium of
the induced complete information game. In particular, truthful use of the
mediator is a Bayes-Nash equilibrium in any Bayesian game for any prior.Comment: The conference version of this paper appeared in EC 2014. This
manuscript has been merged and subsumed by the preprint "Robust Mediators in
Large Games": http://arxiv.org/abs/1512.0269
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