In this paper, we apply the idea of fictitious play to design deep neural networks (DNNs), and develop deep learning theory and algorithms for computing the Nash equilibrium of asymmetric -player non-zero-sum stochastic differential games, for which we refer as \emph{deep fictitious play}, a multi-stage learning pro…
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Deep fictitious play converges to Nash equilibrium in stochastic differential games.
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 …
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' …
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model training employs gradient descent approaches to update all connection weights, …
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…
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…
New algorithm reduces MFGs with common noise complexity.
Deep RL improves Diplomacy performance, outperforming previous methods.
We propose a deep neural network-based algorithm to identify the Markovian Nash equilibrium of general large -player stochastic differential games. Following the idea of fictitious play, we recast the -player game into decoupled decision problems (one for each player) and solve them iteratively. The individua…
Two new RL methods enable deep learning of MFG equilibria.
Despite the notable successes in video games such as Atari 2600, current AI is yet to defeat human champions in the domain of real-time strategy (RTS) games. One of the reasons is that an RTS game is a multi-agent game, in which single-agent reinforcement learning methods cannot simply be applied because the environmen…
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…
Novel analysis of EFP for finite-sum problems in neural networks.
Learning by experience in Multi-Agent Systems (MAS) is a difficult and exciting task, due to the lack of stationarity of the environment, whose dynamics evolves as the population learns. In order to design scalable algorithms for systems with a large population of interacting agents (e.g. swarms), this paper focuses on…
The game-theoretic risk management framework put forth in the precursor work "Towards a Theory of Games with Payoffs that are Probability-Distributions" (arXiv:1506.07368 [q-fin.EC]) is herein extended by algorithmic details on how to compute equilibria in games where the payoffs are probability distributions. Our appr…
Proposes a deep learning method for solving complex financial games with delays.
We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the s…
New method labels GAN-generated faces without stereotyping.
In this paper, we develop a multi-agent reinforcement learning (MARL) framework to obtain online power control policies for a large energy harvesting (EH) multiple access channel, when only causal information about the EH process and wireless channel is available. In the proposed framework, we model the online power co…
BOFiP optimizes high-dimensional functions by distributing them into sub-spaces and using game theory.
Paper addresses theoretical risks in neural MCCFR, proposing Robust Deep MCCFR for improved performance.
To improve efficiency and reduce failures in autonomous vehicles, research has focused on developing robust and safe learning methods that take into account disturbances in the environment. Existing literature in robust reinforcement learning poses the learning problem as a two player game between the autonomous system…
The paper simplifies complex jump-diffusion markets to complete models.
Algorithm finds ε-equilibrium policies for multi-agent Markov games with hidden low-rank structure.
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…
Develops a new theory for neural systems stability and width effects.
We present a simple model of a non-equilibrium self-organizing market where asset prices are partially driven by investment decisions of a bounded-rational agent. The agent acts in a stochastic market environment driven by various exogenous "alpha" signals, agent's own actions (via market impact), and noise. Unlike tra…
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm on four deceptive games, which are specially designed to provide challenges to …
New method identifies cause-effect relations in multivariate time series data.
ESCHER avoids importance sampling to estimate regret in large games.
Reinforcement learning has exceeded human-level performance in game playing AI with deep learning methods according to the experiments from DeepMind on Go and Atari games. Deep learning solves high dimension input problems which stop the development of reinforcement for many years. This study uses both two techniques t…
AI agent plays CSGO deathmatch with human-like style.
Cross-correlations in fluctuations of the daily exchange rates within the basket of the 100 highest-capitalization cryptocurrencies over the period October 1, 2015, through March 31, 2019, are studied. The corresponding dynamics predominantly involve one leading eigenvalue of the correlation matrix, while the others la…
Plug-and-play L-GM-AMP improves CS recovery for any i.i.d. source prior.
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This article proposes a generalisation of the delete- jackknife to solve hyperparameter selection problems for time series. I call it artificial delete- jackknife to stress that this approach substitutes the classic removal step with a fictitious deletion, wherein observed datapoints are replaced with artificial …
A variety of machine learning models have been proposed to assess the performance of players in professional sports. However, they have only a limited ability to model how player performance depends on the game context. This paper proposes a new approach to capturing game context: we apply Deep Reinforcement Learning (…
DORIS algorithm achieves no-regret learning in Markov games with adversarial opponents.
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an initial starting hand of 13 cards). As such it poses a challenge for many curre…
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but has advantages in terms of generality, interpretability and resources (time and …
Ghost points affect stability in finite difference schemes for diffusion equations.
Study shows dataset properties impact adversarial machine learning robustness.
Almost all of the work in graphical models for game theory has mirrored previous work in probabilistic graphical models. Our work considers the opposite direction: Taking advantage of recent advances in equilibrium computation for probabilistic inference. We present formulations of inference problems in Markov random f…
We present experiments demonstrating that some other form of capacity control, different from network size, plays a central role in learning multilayer feed-forward networks. We argue, partially through analogy to matrix factorization, that this is an inductive bias that can help shed light on deep learning.
Generalization error defines the discriminability and the representation power of a deep model. In this work, we claim that feature space design using deep compositional function plays a significant role in generalization along with explicit and implicit regularizations. Our claims are being established with several im…
We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of unsupervised pretraining and supervised training. The unsupervised training extra…
A large set of daily FOREX time series is analyzed. The corresponding correlation matrices (CM) are constructed for USD, EUR and PLZ used as the base currencies. The triangle rule is interpreted as constraints reducing the number of independent returns. The CM spectrum is computed and compared with the cases of shuffle…