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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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14274154 · Feb 202019922001200920172026
48 results for multiplayer games

Paper tackles multiplayer symmetric games, securing equal share for n players.

problem Multiplayer games lack unique equilibria, making guarantees unreliable.
method Identifies conditions for equal share, designs efficient algorithms inspired by no-regret learning.
result Proves algorithms achieve approximate equal share across various settings.

Paper develops efficient algorithms for learning rationalizable equilibria in multiplayer games.

problem Learning rationalizable behavior in multiplayer games under bandit feedback.
method New algorithms for finding rationalizable Coarse Correlated Equilibria and Correlated Equilibria with polynomial sample complexity.
result Achieved polynomial sample complexity for learning rationalizable equilibria, improving over existing exponential complexity.

MpFL models clients as strategic players to reach equilibrium with less communication.

problem Real-world clients act independently with individual objectives, not aligned with a shared global model.
method MpFL uses game-theoretic modeling and PEARL-SGD algorithm for local updates and communication.
result PEARL-SGD reaches an equilibrium with less communication than non-local updates in stochastic setup.

We study multiplayer stochastic multi-armed bandit problems in which the players cannot communicate and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider two feedback models: a model in which the players can observe whether a collision has occurred an…

2018-08-25abs ↗pdf ↗

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 ↗

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.

Recent progress in the field of reinforcement learning has been accelerated by virtual learning environments such as video games, where novel algorithms and ideas can be quickly tested in a safe and reproducible manner. We introduce the Google Research Football Environment, a new reinforcement learning environment wher…

2019-07-25abs ↗pdf ↗

Machine learning competitions such as those organized by Kaggle or KDD represent a useful benchmark for data science research. In this work, we present our winning solution to the Game Data Mining competition hosted at the 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017). The contest consisted of…

2019-01-16abs ↗pdf ↗

This paper tackles sample-efficient reinforcement learning for partially observable Markov games.

problem Learning in partially observable Markov games with incomplete information.
method A simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) for self-play, and a variant of optimistic MLE for adversarial opponents.
result The proposed algorithms achieve approximate Nash, correlated, and coarse correlated equilibria in polynomial samples for weakly revealing POMGs.

Bayesian rating system for large competitions improves prediction and efficiency.

problem Rating systems for large, competitive events like online programming contests.
method Developed a Bayesian rating system for many participants, proving robustness and runtime.
result The system outperforms existing systems in accuracy and computation speed.

New algorithm reduces regret in asynchronous multiplayer bandits to constant or logarithmic levels.

problem Asynchronous multiplayer bandits in cognitive radio networks.
method Cautious Greedy algorithm with O(Tlog(T))\mathcal{O}(\sqrt{T\log(T)}) minimax regret.
result Cautious Greedy yields constant instance-dependent regret under certain conditions.

Framework for multi-agent RL with human feedback in a Snake game.

problem Improving multi-agent reinforcement learning with human feedback.
method Developed a simulated game environment for offline model training and online competitions. Introduced HILL methods and reward manipulation heuristics.
result Agents with HILL methods outperform those without in online competitions.

New learning dynamics achieve fast convergence in games without needing to know utility scales.

problem Fast convergence guarantees in learning games require prior knowledge of utility scales.
method Developed scale-free and scale-invariant learning dynamics using optimistic follow-the-regularized-leader with adaptive learning rates and clipping techniques.
result Achieved fast convergence rates to Nash and correlated equilibria without prior utility scale knowledge.

The goal of this paper was to predict the placement in the multiplayer game PUBG (playerunknown battleground). In the game, up to one hundred players parachutes onto an island and scavenge for weapons and equipment to kill others, while avoiding getting killed themselves. The available safe area of the game map decreas…

2019-05-15abs ↗pdf ↗

High-throughput 3D control training system achieves 100,000 FPS.

problem Lack of efficient, single-machine reinforcement learning systems.
method Sample Factory combines asynchronous sampling and off-policy correction.
result Achieves 100,000 FPS on 3D control problems without sacrificing sample efficiency.

Algorithm optimizes multi-player learning with noisy rewards without direct communication.

problem Cooperative multi-player learning with noisy rewards and no communication.
method Upper and lower confidence bounds algorithm for optimal action selection.
result Achieves logarithmic O(logTΔa)O(\frac{\log T}{Δ_{\bm{a}}}) and O(TlogT)O(\sqrt{T\log T}) regret.

The paper addresses the Multiplayer Multi-Armed Bandit (MMAB) problem, where MM decision makers or players collaborate to maximize their cumulative reward. When several players select the same arm, a collision occurs and no reward is collected on this arm. Players involved in a collision are informed about this collis…

2019-09-28abs ↗pdf ↗

V-learning tackles multiagent reinforcement learning by reducing sample complexity.

problem Curse of multiagents in multiagent reinforcement learning.
method V-learning is a fully decentralized algorithm that learns Nash, correlated, and coarse correlated equilibria.
result V-learning achieves sample complexity that scales with the maximum number of actions per agent, not the joint action space.

Trading algorithms that execute large orders are susceptible to exploitation by order anticipation strategies. This paper studies the influence of order anticipation strategies in a multi-investor model of optimal execution under transient price impact. Existence and uniqueness of a Nash equilibrium is established unde…

2016-09-02abs ↗pdf ↗

Stochastic algo learns from evolving data, achieving optimal performance.

problem Performative prediction and multiplayer extensions.
method Stochastic approximation with decision-dependent distributions.
result Asymptotic normality and optimality of the algorithm's performance.

Paper presents content-based models for game recommendation in cold start scenarios.

problem Cold start problem in game recommendation where new games and players have no historical data.
method Uses survey data to develop content-based interaction models that generalize to new games, players, and both.
result Content models outperform collaborative filtering in predicting new interactions.

Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical…

2015-05-06abs ↗pdf ↗

IGGP learns game rules from varying quality game play, finding no overall trend.

problem Learn game rules from varying quality game play.
method Used Sancho's intelligent game traces and ILP systems (Metagol, Aleph, ILASP) to induce game rules from traces of varying quality and volume.
result No overall trend in accuracy of learned game rules from varying quality and volume of training data.

We introduce a topological combinatorial game called the Region Smoothing Swap Game. The game is played on a game board derived from the connected shadow of a link diagram on a (possibly non-orientable) surface by smoothing at crossings. Moves in the game are performed on regions of the diagram and can switch the direc…

2019-09-26abs ↗pdf ↗

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 ↗

Game theory helps analyze ESOs/EBIs in production and service sectors.

problem Economic incentives affect traditional production/service functions and create intangible capital.
method Uses game theory to analyze interactions in ESO/EBI transactions.
result No perfect Nash Equilibria for two-stage games involving many participants.

Combinatorial two-player games have recently been applied to knot theory. Examples of this include the Knotting-Unknotting Game and the Region Unknotting Game, both of which are played on knot shadows. These are turn-based games played by two players, where each player has a separate goal to achieve in order to win the…

2018-07-29abs ↗pdf ↗

We start briefly surveying research on optimal stopping games since their introduction by E.B.Dynkin more than 40 years ago. Recent renewed interest to dynkin's games is due, in particular, to the study of Israeli (game) options introduced in 2000. We discuss the work on these options and related derivative securities …

2012-09-09abs ↗pdf ↗

The paper explores how regularization can lead to convergence in imperfect information games.

problem Finding equilibrium in imperfect information games with imperfect information.
method Investigates Follow the Regularized Leader dynamics and how adding a regularization term can lead to strong convergence guarantees.
result The approach leads to algorithms that converge exactly to the Nash equilibrium in imperfect information games.