The goal is to provide a coherent and comprehensible account of some recent ideas in the field of learning in games, and to discuss their implications for the study of rationality.
Abstract
This note aims to serve as an entry point to the literature on learning in games, a topic with significant theoretical appeal and a wide range of applications -- from machine learning and data science to economics and beyond. Our presentation is structured around two complementary viewpoints: We first consider a single agent -- the learner -- engaged in a sequential decision process in an unknown, non-stationary, and possibly adversarial environment. We then examine what happens when the environment is shaped by the decisions of several interacting agents, not necessarily aware of each other's actions or goals, and all seeking to improve their individual rewards. In this general context, we examine a family of regularized learning policies based on best-responding to the past history of play, up to a regularization penalty intended to encourage exploration and prevent over-commitment to suboptimal choices. In the single-agent setting, we present some basic regret bounds for regularized learning in adversarial multi-armed bandits; in the multi-agent setting, we describe an ergodic equilibrium convergence result for zero-sum games in the spirit of classical results on fictitious play, as well as a"folk theorem"linking strategic and dynamic notions of stability -- Nash equilibria and attracting points of regularized learning, respectively. We pay special attention to the information available to the players and, through a unified analysis framework, we study both oracle- and payoff-based (bandit) methods. Our goal is to provide a coherent and comprehensible -- albeit, by necessity, not comprehensive -- account of some recent ideas in the field, and to discuss their implications for the study of rationality.
We introduce an uncoupled learning algorithm which, when employed by all players of an arbitrary $N$-player normal form game with up to $K$ actions per player, guarantees $O(N^3\log^2 K)$ individual regret, uniformly over the horizon of play. The proposed algorithm - which we call higher-order optimism with discounting...
Omar Abbadi, R. Laraki, P. Mertikopoulos· 4 citations· ⚡4
This work proposes a game-theoretic framework that gives this reward-retention trade-off an explicit statistical interpretation, and provides a principled method for learning this equilibrium coefficient via reduction to the KL-regularized RL objective, thus allowing for flexible integration into standard fine-tuning p...
Keegan Harris, Brian Lee, Ian Waudby-Smith et al.· arXiv.org· 0 citations
Rank-one games already separate efficient equilibrium computation from strategic planning against a learning opponent, and this result shows that this equilibrium tractability does not extend to planning against learning dynamics.
This thesis develops diffusion-based world models, investigates RL for efficient video generation, explores generative models as policy classes, and studies interactive video world models in which actions shape future observations, and addresses long-horizon modeling through architectures with memory.
The notion of assistance regret is introduced: the gap between the cumulative utility of interactions and that of the optimal joint policies in hindsight, which map latent states to action pairs, is introduced.
Nivasini Ananthakrishnan, Mark Bedaywi, Michael I. Jordan et al.· arXiv.org· 0 citations
A three-player game is constructed with a preferentially stable set whose span is dynamically unstable, showing that preferences do not suffice as a criterion of dynamic stability and bridges the gap via the notion of resilience under aggregate deviations.
Omar Abbadi, R. Laraki, P. Mertikopoulos· 2 citations
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