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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.

169,051 papers · 148 categories

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200400599799 · Jun 202019922001200920172026
48 results for Neural Fictitious Self-Play

Paper improves autonomous vehicle safety and efficiency with new reinforcement learning methods.

problem Improving robustness and safety in autonomous vehicle control.
method Developed and compared two algorithms: Robust Adversarial Reinforcement Learning and Neural Fictitious Self Play.
result The new algorithms lead to improved driving efficiency and reduced collision rates.

Expanding models in neural fictitious play improves reinforcement learning efficiency and robustness.

problem Forgetting old opponents after training new ones in reinforcement learning.
method Train a single model with sub-models and a selector, expanding the model with new sub-models and updating the selector to maintain a behavior strategy.
result Improves learning efficiency and robustness of neural fictitious play.

Generative adversarial networks (GANs) are powerful tools for learning generative models. In practice, the training may suffer from lack of convergence. GANs are commonly viewed as a two-player zero-sum game between two neural networks. Here, we leverage this game theoretic view to study the convergence behavior of the…

2018-03-23abs ↗pdf ↗

ESCHER avoids importance sampling to estimate regret in large games.

problem Estimating Nash equilibria in large games with high variance.
method Computes a history value function to estimate regret without importance sampling.
result ESCHER reduces regret estimation variance significantly compared to existing methods.

Deep learning theory for Nash equilibrium in stochastic games.

problem Computing Nash equilibrium in non-zero-sum stochastic differential games.
method Fictitious play applied to deep neural networks for solving NN-player optimization problems.
result Deep learning algorithm converges to open-loop Nash equilibrium under appropriate assumptions.

Paper addresses theoretical risks in neural MCCFR, proposing Robust Deep MCCFR for improved performance.

problem Theoretical risks in neural MCCFR, especially in large games.
method Adaptive framework with selective component deployment, including target networks, exploration, and variance-aware training.
result Robust Deep MCCFR achieves significant exploitability improvements in both Kuhn and Leduc Poker.

Fictitious play is a simple and widely studied adaptive heuristic for playing repeated games. It is well known that fictitious play fails to be Hannan consistent. Several variants of fictitious play including regret matching, generalized regret matching and smooth fictitious play, are known to be Hannan consistent. In …

2016-10-05abs ↗pdf ↗

Self-play is an unsupervised training procedure which enables the reinforcement learning agents to explore the environment without requiring any external rewards. We augment the self-play setting by providing an external memory where the agent can store experience from the previous tasks. This enables the agent to come…

2018-05-28abs ↗pdf ↗

New algorithm improves self-play reinforcement learning for competitive games.

problem Inefficient opponent selection in self-play reinforcement learning.
method Intelligently selects opponents based on adversarial rules derived from saddle point optimization.
result Algorithm converges to approximate equilibrium with high probability in convex-concave games.

Deep neural network solves large multi-agent games for Markovian Nash equilibrium.

problem Finding Markovian Nash equilibrium in large multi-agent stochastic differential games.
method Reformulate as decoupled decision problems, solve iteratively using deep BSDE method.
result Proposed algorithm accurately finds Nash equilibrium in large games.

It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' …

2011-12-11abs ↗pdf ↗

Automatically finds effective security strategies through reinforcement learning and self-play.

problem Finding effective security strategies for intrusion prevention.
method Modeling interaction as a Markov game, evolving attack and defense strategies through reinforcement learning and self-play.
result Effective security strategies emerge from self-play, reflecting common-sense knowledge.

New algorithms prove self-play can be effective in competitive RL.

problem Proving self-play algorithms' effectiveness in competitive reinforcement learning.
method Introduced Value Iteration with Upper/Lower Confidence Bound (VI-ULCB) and explore-then-exploit algorithms.
result Achieved regret bounds of ildeO(T) ilde{\mathcal{O}}(\sqrt{T}) and ildeO(T2/3) ilde{\mathcal{O}}(T^{2/3}).

Deep fictitious play converges to Nash equilibrium in stochastic differential games.

problem Finding Nash equilibrium in large stochastic differential games.
method Decouples the game into sub-optimization problems and solves each player's optimal strategy with deep BSDE method.
result Deep fictitious play converges to the true Nash equilibrium.

This paper improves self-play learning in games by manipulating experience distributions.

problem Improving self-play learning in games through better experience sampling.
method Three approaches: weighted sampling, Prioritized Experience Replay, and diversifying trajectories.
result Major improvements in early training performance in some games, minor improvements overall.

Decentralised optimisation tasks are important components of multi-agent systems. These tasks can be interpreted as n-player potential games: therefore game-theoretic learning algorithms can be used to solve decentralised optimisation tasks. Fictitious play is the canonical example of these algorithms. Nevertheless fic…

2013-01-15abs ↗pdf ↗

The paper investigates how supervised learning and self-play improve sample efficiency in teaching AI to communicate.

problem Improving sample efficiency in training AI to use natural language.
method Investigates the relationship between supervised learning and self-play, introduces supervised self-play (S2P).
result First training agents via supervised learning followed by self-play outperforms self-play followed by supervised learning.

The paper develops algorithms for competitive RL in partially observable MGs.

problem Challenges in reinforcement learning with function approximation and partial observability.
method Proposes posterior sampling methods for self-play and adversarial learning in zero-sum MGs.
result Developed algorithms achieve low regret bounds scaling sublinearly with GEC and episode number.

Many poker systems, whether created with heuristics or machine learning, rely on the probability of winning as a key input. However calculating the precise probability using combinatorics is an intractable problem, so instead we approximate it. Monte Carlo simulation is an effective technique that can be used to approx…

2018-08-22abs ↗pdf ↗

Deep reinforcement learning optimizes retrosynthetic planning for chemical synthesis.

problem Optimizing chemical synthesis plans from molecular targets to simpler starting materials.
method Deep reinforcement learning to estimate synthesis costs and values of molecules.
result Trained neural networks outperform heuristic approaches in synthesizing unfamiliar molecules.

Paper optimizes reinforcement learning in self-play games with reduced steps.

problem Optimizing reinforcement learning algorithms for self-play in two-player zero-sum games.
method Proposes optimistic Nash Q-learning and Nash V-learning algorithms with improved sample complexity.
result Achieves sample complexity of O(SAB)O(SAB) for Nash Q-learning and O(S(A+B))O(S(A+B)) for Nash V-learning, closing the gap with lower bounds.

The paper proposes a new approach to model risk measurement based on the Wasserstein distance between two probability measures. It formulates the theoretical motivation resulting from the interpretation of fictitious adversary of robust risk management. The proposed approach accounts for equivalent and non-equivalent p…

2018-09-11abs ↗pdf ↗

The paper proposes a new policy training objective to reduce exploration in self-play.

problem Training policies to mimic MCTS search behavior can lead to excessive exploration.
method Derive a policy gradient expression using MCTS value estimates to reduce exploration.
result Empirically evaluated policies show reduced exploration compared to MCTS-based training.

SPPO optimizes language model alignment by treating preferences as a game and achieving state-of-the-art performance.

problem Capturing intransitivity and irrationality in human preferences for accurate language model alignment.
method Self-play-based approach to identify Nash equilibrium policy through iterative policy updates.
result SPPO achieves state-of-the-art win-rate of 28.53% on AlpacaEval 2.0 without external supervision.

This paper analyzes convergence of model-free learning in Mean Field Games.

problem Designing scalable algorithms for large populations of interacting agents.
method Analyze convergence of iterative fictitious scheme using any single agent learning algorithm.
result First time convergence of model-free learning algorithms towards non-stationary MFG equilibria.

We consider a family of learning strategies for online optimization problems that evolve in continuous time and we show that they lead to no regret. From a more traditional, discrete-time viewpoint, this continuous-time approach allows us to derive the no-regret properties of a large class of discrete-time algorithms i…

2014-01-27abs ↗pdf ↗