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Evaluating foundation models under appropriate adaptation settings is essential for understanding the quality and transferability of the learned representations. Recent EEG foundation models have demonstrated promising transfer capabilities…
Mean Field Games (MFG) are the class of games with a very large number of agents and the standard equilibrium concept is a Mean Field Equilibrium (MFE). Algorithms for learning MFE in dynamic MFGs are unknown in general. Our focus is on an…
This paper proposes a novel method, Explicit Flow Matching (ExFM), for training and analyzing flow-based generative models. ExFM leverages a theoretically grounded loss function, ExFM loss (a tractable form of Flow Matching (FM) loss), to…
We propose \emph{Euler Mean Flows (EMF)}, a flow-based generative framework for one-step and few-step generation that enforces long-range trajectory consistency with minimal sampling cost. The key idea of EMF is to replace the trajectory…
We propose a control-theoretic framework for evolutionary clustering based on Mean Field Games (MFG). Moving beyond static or heuristic approaches, we formulate the problem as a population dynamics game governed by a coupled…
This paper investigates the problem of computing the equilibrium of competitive games, which is often modeled as a constrained saddle-point optimization problem with probability simplex constraints. Despite recent efforts in understanding…
It is common to encounter large-scale monotone inclusion problems where the objective has a finite sum structure. We develop a general framework for variance-reduced forward-backward splitting algorithms for this problem. This framework…
Counterfactual Regret Minimization (CFR)} is the popular method for finding approximate Nash equilibrium in two-player zero-sum games with imperfect information. CFR solves games by travsersing the full game tree iteratively, which limits…
Information abstraction reduces the computational cost of solving imperfect-information games by clustering information sets into a smaller number of \emph{buckets}. Existing methods either rely on domain-specific features such as rank or…
A machine-learnable variational scheme using Gaussian radial basis functions (GRBFs) is presented and used to approximate linear problems on bounded and unbounded domains. In contrast to standard mesh-free methods, which use GRBFs to…
Multiagent decision-making in partially observable environments is usually modelled as either an extensive-form game (EFG) in game theory or a partially observable stochastic game (POSG) in multiagent reinforcement learning (MARL). One…
We propose an evolution strategies-based algorithm for estimating gradients in unrolled computation graphs, called ES-Single. Similarly to the recently-proposed Persistent Evolution Strategies (PES), ES-Single is unbiased, and overcomes…
Recent advances in deep reinforcement learning have achieved human-level performance on a variety of real-world applications. However, the current algorithms still suffer from poor gradient estimation with excessive variance, resulting in…
Here, we prove the existence of solutions to first-order mean-field games (MFGs) arising in optimal switching. First, we use the penalization method to construct approximate solutions. Then, we prove uniform estimates for the penalized…
The paper introduces a generic approach to solving Sequential Security Games (SGs) which utilizes Evolutionary Algorithms. Formulation of the method (named EASG) is general and largely game-independent, which allows for its application to a…
We propose a method of estimating the uncertainty of a result obtained through extrapolation to the complete basis set limit. The method is based on an ensemble of random walks which simulate all possible extrapolation outcomes that could…
Min-max formulations have attracted great attention in the ML community due to the rise of deep generative models and adversarial methods, while understanding the dynamics of gradient algorithms for solving such formulations has remained a…
Synthesizing near-optimal mixed strategies for zero-sum differential games (ZSDGs) has been a longstanding challenge. Existing research mainly focuses on characterizing the theoretical value function, while the practical design of…
This paper investigates robust versions of the general empirical risk minimization algorithm, one of the core techniques underlying modern statistical methods. Success of the empirical risk minimization is based on the fact that for a…
In this research, we address the problem of computing the Shapley value in minimum-cost spanning tree (MCST) games. We introduce the saving game as a key framework for approximating the Shapley value. By reformulating MCST games into their…