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arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

168,695 papers · 148 categories

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1223 · Feb 202019922001200920172026
48 results for Multi-player

New algorithm for multi-player bandits without needing lower bounds or scaling inversely.

problem Multi-player bandits without collision sensing information.
method Proposes a novel algorithm that circumvents two problems of existing algorithms.
result Proves a theoretical regret upper bound and shows superior performance in practice.

Algorithm reduces regret in multi-player bandits with unknown collision rewards.

problem Reducing regret in multi-player multi-armed bandits with unknown collision rewards.
method Proposes an algorithm that combines a modified successive elimination strategy with a communication protocol to estimate suboptimality gaps and coordinate among players.
result Achieves logarithmic regret for the problem when collision reward is unknown.

This paper tackles global Nash equilibrium in non-convex multi-player games.

problem Challenges in finding global Nash equilibrium due to non-convexity.
method Conjugate transformation and variational inequality formulation to prove existence and design algorithms.
result Designs an ODE-based algorithm with exponential convergence rate and proves its effectiveness in practical scenarios.

New strategy achieves optimal regret without communication or collisions in multi-player bandit.

problem Cooperative multi-player stochastic multi-armed bandit with shared randomness.
method Combination of combinatorial approach to generalize geometric intuition.
result Achieves near-optimal regret ildeO(T) ilde{O}(\sqrt{T}) for any number of players and arms without collisions.

New algorithm tackles multi-player bandit problems with limited access to arms.

problem Limited access to dynamic local subsets of arms in multi-player multi-armed bandit problems.
method Adopted Upper Confidence Bound (UCB) for exploration-exploitation and distributed optimization for collisions.
result Proposes a decentralized algorithm with near-optimal regret guarantee.

New algorithm outperforms existing ones in multi-player bandit problems without sensing.

problem Decentralized multi-player multi-armed bandit problem without collision or sensing info.
method Randomized Selfish KL-UCB, inspired by Selfish KL-UCB, with low complexity.
result Randomized Selfish KL-UCB outperforms state-of-the-art algorithms in almost all environments.

New algorithms tackle adversarial multi-player bandits with forced-collision communication.

problem No-sensing adversarial multi-player multi-armed bandits (MP-MAB) problem.
method Adversary-Adaptive Collision-Communication (A2C2) algorithms, attackability-aware and unaware settings, information-theoretic tools, error-correction coding.
result Asymptotic attackability-dependent sublinear regret achieved, with or without knowing attackability.

New algorithm for multi-player bandits with collision-dependent rewards.

problem Stochastic multi-player multi-armed bandits with collision-dependent reward distributions.
method Error-Correction Collision Communication (EC3) algorithm.
result EC3 algorithm achieves optimal regret approaching centralized MP-MAB regret.

Multi-player Multi-Armed Bandits (MAB) have been extensively studied in the literature, motivated by applications to Cognitive Radio systems. Driven by such applications as well, we motivate the introduction of several levels of feedback for multi-player MAB algorithms. Most existing work assume that sensing informatio…

2017-11-07abs ↗pdf ↗

Optimistic Thompson Sampling reduces regret in unknown multi-player games.

problem Navigating uncertainty in unknown multi-player games with strategic decision-making.
method Introduces Thompson Sampling algorithms that exploit opponents' actions and reward structures.
result Achieves over tenfold improvements in experimental budgets with logarithmic regret bound.

No communication allows optimal instance-dependent regret guarantees in multi-player bandits.

problem Achieving optimal instance-dependent regret in multi-player multi-armed bandits without communication.
method Characterization of Pareto optimal trade-offs and development of an algorithm.
result Achieving optimal instance-dependent regret requires strict sub-optimality in other regimes.

A multi-player bandit system resists adversarial attacks with near-optimal regret.

problem Adversaries attempt to manipulate rewards in a multi-player multi-armed bandit game.
method Players communicate a single bit to resist attacks, achieving near-optimal regret.
result Achieves near-optimal regret of O(log1+δT+W)O(\log^{1+δ}T + W), where WW is the total time of adversarial attacks.

We consider a setting where multiple players sequentially choose among a common set of actions (arms). Motivated by a cognitive radio networks application, we assume that players incur a loss upon colliding, and that communication between players is not possible. Existing approaches assume that the system is stationary…

2019-02-21abs ↗pdf ↗

New algorithm for multi-player bandits in decentralized, asynchronous systems.

problem Challenges in decentralized, asynchronous multi-player bandits, including coordination and player detection.
method Adaptive exploration-exploitation algorithm that reduces collisions and detects player presence.
result Achieves regret of O(TlogT+logT/Δ2)\mathcal{O}(\sqrt{T \log T} + {\log T}/{Δ^2}).

We consider a symmetric multi-players zero-sum game with two strategic variables. There are nn players, n3n\geq 3. Each player is denoted by ii. Two strategic variables are tit_i and sis_i, i{1,,n}i\in \{1, \dots, n\}. They are related by invertible functions. Using the minimax theorem by \cite{sion} we will show that Nas…

2018-06-17abs ↗pdf ↗

Paper closes the gap in MP-MAB problems with novel adaptive communication and exploration.

problem Closing the gap between decentralized MP-MAB and natural centralized lower bound.
method BEACON: Batched Exploration with Adaptive COmmunicatioN, incorporating ADC and batched exploration.
result Proves logarithmic regret for a generalized MP-MAB problem.

Computing Nash equilibrium (NE) of multi-player games has witnessed renewed interest due to recent advances in generative adversarial networks. However, computing equilibrium efficiently is challenging. To this end, we introduce the Gradient-based Nikaido-Isoda (GNI) function which serves: (i) as a merit function, vani…

2019-05-15abs ↗pdf ↗

This paper shows how to learn variational inequalities fast with strong monotonicity.

problem Learning variational inequalities efficiently.
method Extending convex optimization techniques to variational inequalities with strong monotonicity.
result Fast generalization rates of Θ(1/ε)Θ(1/ε) for learning variational inequalities.

Motivated by cognitive radios, stochastic multi-player multi-armed bandits gained a lot of interest recently. In this class of problems, several players simultaneously pull arms and encounter a collision - with 0 reward - if some of them pull the same arm at the same time. While the cooperative case where players maxim…

2020-02-04abs ↗pdf ↗

Novel algorithms for multi-agent reinforcement learning reduce sample complexity.

problem Efficiently learning Nash equilibria in multi-agent settings.
method Information-Directed Sampling (IDS) principles applied to multi-agent reinforcement learning.
result Sample-efficient algorithms for learning Nash equilibria in various multi-agent settings.

We prove a general connection between the communication complexity of two-player games and the sample complexity of their multi-player locally private analogues. We use this connection to prove sample complexity lower bounds for locally differentially private protocols as straightforward corollaries of results from com…

2019-07-01abs ↗pdf ↗

Survey on multiplayer bandits, highlighting theoretical gaps and future directions.

problem Theoretical advancements in multiplayer bandits lack practical implementation in real-world scenarios.
method Organizes and contextualizes existing literature on multiplayer bandits.
result Clear directions for future research in adapting theoretical algorithms to real-world situations.

Data-driven modeling increasingly requires to find a Nash equilibrium in multi-player games, e.g. when training GANs. In this paper, we analyse a new extra-gradient method for Nash equilibrium finding, that performs gradient extrapolations and updates on a random subset of players at each iteration. This approach prova…

2019-05-29abs ↗pdf ↗

In illiquid markets, option traders may have an incentive to increase their portfolio value by using their impact on the dynamics of the underlying. We provide a mathematical framework within which to value derivatives under market impact in a multi-player framework by introducing strategic interactions into the Almgre…

2008-12-31abs ↗pdf ↗

New learning dynamics adapt to corrupted games, improving performance in real-world scenarios.

problem Learning dynamics in games are limited to honest players, ignoring real-world corruption.
method Adaptive learning dynamics that adapt to player deviations from prescribed algorithms.
result Learning dynamics achieve better performance in corrupted games, matching honest regime bounds.

We consider a variant of the stochastic multi-armed bandit problem, where multiple players simultaneously choose from the same set of arms and may collide, receiving no reward. This setting has been motivated by problems arising in cognitive radio networks, and is especially challenging under the realistic assumption t…

2015-12-09abs ↗pdf ↗

We study stochastic multi-armed bandits with many players. The players do not know the number of players, cannot communicate with each other and if multiple players select a common arm they collide and none of them receive any reward. We consider the static scenario, where the number of players remains fixed, and the d…

2018-09-17abs ↗pdf ↗

Algorithm aggregates rewards from multiple players to learn related tasks in online bandit learning.

problem Learning related but slightly different tasks in an online setting with heterogeneous feedback.
method RobustAgg(ε)(ε) algorithm that aggregates rewards from different players.
result Achieves instance-dependent regret guarantees and nearly matching lower bounds.

Paper solves learning imperfect-information games with fewer episodes.

problem Learning imperfect-information extensive-form games from bandit feedback.
method Balanced Online Mirror Descent and Balanced Counterfactual Regret Minimization algorithms.
result Achieves near-optimal sample complexity for finding approximate Nash equilibria.

Game theory models how agents trade in a risky asset considering price impact and a common signal.

problem Modeling how financial agents liquidate assets in a risky market with price impact and a common signal.
method Formulated and solved a multi-player stochastic differential game and mean field game.
result Equilibrium strategies reveal how agents adjust the predictive trading signal to price impact.

Study proposes new OPE estimators for two-player zero-sum games.

problem Evaluating new policies using historical data from a different policy in multi-player zero-sum games.
method Doubly robust and double reinforcement learning estimators to project exploitability.
result Prove exploitability estimation error bounds and regret bounds for policy profiles.

This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To p…

2018-09-10abs ↗pdf ↗

Unified framework for predicting data changes influenced by predictions.

problem Complex feedback loops in environments where predictions alter data distributions.
method Repeated Risk Minimization (RRM) and two-step plug-in estimator integrating RePPI and Importance Sampling.
result Achieves semiparametric efficiency bound and robustness under mild misspecification.

We introduce CSE for MLSF games and devise online learning algorithms for achieving no-external Stackelberg-regret.

problem Learning equilibrium in leader-follower games with noisy bandit feedback.
method Proposed Correlated Stackelberg Equilibrium (CSE) and online learning algorithms balancing exploration and exploitation.
result Achieves no-external Stackelberg-regret, converging to approximate CSE.