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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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94188282376 · Jun 202019922001200920172026
48 results for continuous action games

The paper proposes a method to learn the structure of continuous-action games with non-parametric utilities using a limited number of samples.

problem Learning the exact structure of continuous-action games with non-parametric utility functions.
method An 1\ell_1 regularized method that encourages sparsity of the Fourier transform coefficients of the utility functions, accessed via a few Nash equilibria and their noisy utilities.
result The method recovers the exact structure of the utility functions and the game structure with provable theoretical guarantees.

A core novelty of Alpha Zero is the interleaving of tree search and deep learning, which has proven very successful in board games like Chess, Shogi and Go. These games have a discrete action space. However, many real-world reinforcement learning domains have continuous action spaces, for example in robotic control, na…

2018-05-24abs ↗pdf ↗

Motivated by the recent applications of game-theoretical learning techniques to the design of distributed control systems, we study a class of control problems that can be formulated as potential games with continuous action sets, and we propose an actor-critic reinforcement learning algorithm that provably converges t…

2014-12-01abs ↗pdf ↗

In this paper we study iterative procedures for stationary equilibria in games with large number of players. Most of learning algorithms for games with continuous action spaces are limited to strict contraction best reply maps in which the Banach-Picard iteration converges with geometrical convergence rate. When the be…

2012-10-17abs ↗pdf ↗

Anomaly detection method tackles hidden adversary actions in real-world scenarios.

problem Detecting hidden adversary actions in real-world scenarios where the defender cannot perfectly observe the attacker's actions.
method Extends existing anomaly detection models to handle continuous action spaces and game-theoretic framework. Proposes two algorithms: direct extension and learning-based approach.
result Learning-based approach produces less exploitable strategies and is scalable to higher dimensions.

This work presents a game-theoretic method for AVs that handles imperfect communication and individual rewards.

problem Real-time, imperfect communication and individual rewards in multi-agent interactions.
method Game-theoretic approach that allows for imperfect communication and individual rewards.
result More realistic assumptions lead to better reward inference and prediction of future actions.

Soft Actor-Critic is a state-of-the-art reinforcement learning algorithm for continuous action settings that is not applicable to discrete action settings. Many important settings involve discrete actions, however, and so here we derive an alternative version of the Soft Actor-Critic algorithm that is applicable to dis…

2019-10-16abs ↗pdf ↗

Graphon game model simplifies stochastic interactions among agents.

problem Complex interactions among heterogeneous agents in stochastic games.
method Introduced a discrete-time graphon game formulation with a representative player.
result Existence and uniqueness of graphon equilibrium proven with mild assumptions.

RANDPOL uses randomized networks for efficient reinforcement learning in continuous state and action MDPs.

problem Efficient reinforcement learning in environments with continuous state and action spaces.
method RANDPOL uses randomized function approximation to represent policy and value functions, providing finite time guarantees and improved numerical performance.
result RANDPOL achieves better numerical performance and provides finite time guarantees compared to deep neural network based algorithms.

Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the volume and complexity of brain data have grown, behavioral paradigms in systems n…

2017-02-23abs ↗pdf ↗

End-to-end model predicts multiagent trajectories using game theory and neural nets.

problem Predicting trajectories of interacting agents in complex scenarios.
method Hybrid neural net with game-theoretic reasoning, using implicit layers to map preferences to Nash equilibria.
result Trains an interpretable model that predicts future trajectories and transfers to decision making.

We propose a new algorithm, Mean Actor-Critic (MAC), for discrete-action continuous-state reinforcement learning. MAC is a policy gradient algorithm that uses the agent's explicit representation of all action values to estimate the gradient of the policy, rather than using only the actions that were actually executed. …

2017-09-01abs ↗pdf ↗

On April 13th, 2019, OpenAI Five became the first AI system to defeat the world champions at an esports game. The game of Dota 2 presents novel challenges for AI systems such as long time horizons, imperfect information, and complex, continuous state-action spaces, all challenges which will become increasingly central …

2019-12-13abs ↗pdf ↗

Financial markets investors are involved in many games -- they must interact with other agents to achieve their goals. Among them are those directly connected with their activity on markets but one cannot neglect other aspects that influence human decisions and their performance as investors. Distinguishing all subgame…

2007-09-30abs ↗pdf ↗

Stochastic games provide a framework for interactions among multiple agents and enable a myriad of applications. In these games, agents decide on actions simultaneously, the state of every agent moves to the next state, and each agent receives a reward. However, finding an equilibrium (if exists) in this game is often …

2019-05-30abs ↗pdf ↗

The paper investigates the effects of invalid action masking in policy gradient algorithms.

problem Invalid actions in policy gradient algorithms can lead to suboptimal performance.
method The paper provides theoretical justification and empirical demonstrations of the importance of invalid action masking.
result Invalid action masking is crucial as the number of invalid actions increases.

Investors with asymmetric information play a game to optimize their portfolios.

problem Two investors with different information levels compete in portfolio selection.
method Modelled as a Stackelberg game with entropy-regularized mean-variance objectives.
result Equilibria exist where follower's strategy depends on leader's actions.

Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss and receives a feedback signal, both of which are fixed functions of the action a…

2011-02-10abs ↗pdf ↗

Action guidance helps agents learn true objectives in games with sparse rewards.

problem Training agents in games with sparse rewards requires significant exploration.
method Action guidance, a novel technique that combines exploration with reward shaping.
result Action guidance enables agents to optimize true objectives efficiently.

Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-…

2019-03-29abs ↗pdf ↗

Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreover, actions in such games typically involve particular sequential action orders, which also makes the…

2018-05-05abs ↗pdf ↗

Model-free learning for multi-agent stochastic games is an active area of research. Existing reinforcement learning algorithms, however, are often restricted to zero-sum games, and are applicable only in small state-action spaces or other simplified settings. Here, we develop a new data efficient Deep-Q-learning method…

2019-04-23abs ↗pdf ↗

Deep reinforcement learning (DRL) has gained a lot of attention in recent years, and has been proven to be able to play Atari games and Go at or above human levels. However, those games are assumed to have a small fixed number of actions and could be trained with a simple CNN network. In this paper, we study a special …

2019-01-24abs ↗pdf ↗

Paper studies zero-sum games with noisy observations and identifies equilibrium conditions.

problem Zero-sum games with noisy observations of the leader's actions.
method Analyzes the equilibrium of games with noisy action observability, identifies necessary conditions for uniqueness, and investigates the cardinality of best responses.
result The noisy observations significantly impact the cardinality of the follower's set of best responses, and under certain conditions, this set becomes a singleton almost surely.

Investor and firm optimize sustainable investment and emission reduction through a dynamic game.

problem Optimal sustainable investment and emission reduction in a dynamic game setting.
method Formulated as a nonzero-sum dynamic game, solved via variational inequalities and verified in a diffusive setup.
result Nash equilibria show moving boundaries increasing with emission abatement, triggered by both investor and firm actions.

We consider Blackwell approachability, a very powerful and geometric tool in game theory, used for example to design strategies of the uninformed player in repeated games with incomplete information. We extend this theory to "generalized quitting games" , a class of repeated stochastic games in which each player may ha…

2016-09-28abs ↗pdf ↗

Study of 2imes22 imes 2 zero-sum games with noisy observations and commitments.

problem Analyzing 2imes22 imes 2 zero-sum games with noisy observations and commitments.
method Modeling a 2imes22 imes 2 zero-sum game with a leader committing to a strategy and a follower observing a noisy version of the leader's action.
result Observing the leader's action is either beneficial or immaterial for the follower, and the equilibrium payoff is bounded.

The paper tackles Nash-regret minimization in congestion games with bandit feedback.

problem Minimizing Nash-regret in congestion games with bandit feedback.
method Proposes centralized and decentralized algorithms for congestion games with bandit feedback, and a centralized algorithm for Markov congestion games.
result Sample complexity depends polynomially on the number of players and facilities, not the size of the action set.

The existence of stationary Markov perfect equilibria in stochastic games is shown under a general condition called "(decomposable) coarser transition kernels". This result covers various earlier existence results on correlated equilibria, noisy stochastic games, stochastic games with finite actions and state-independe…

2013-11-07abs ↗pdf ↗