相关论文: Sync Pure Counterfactual Regret Minimization in In…
Considering the interaction through mutual interference of the different radio devices, the channel selection (CS) problem in decentralized parallel multiple access channels can be modeled by strategic-form games. Here, we show that the CS…
Fictitious play (FP) is a history-based strategy to choose actions in normal-form games, where players best-respond to the empirical frequency of their opponents' past actions. While it is well-established that FP converges to the set of…
We propose a generalization of Quantal Response Equilibrium (QRE) built on a simple premise: some actions are more focal than others. In our model, which we call the Focal Quantal Response Equilibrium (Focal QRE), each player plays a…
We design and analyze minimax-optimal algorithms for online linear optimization games where the player's choice is unconstrained. The player strives to minimize regret, the difference between his loss and the loss of a post-hoc benchmark…
In recent years, empirical game-theoretic analysis (EGTA) has emerged as a powerful tool for analyzing games in which an exact specification of the utilities is unavailable. Instead, EGTA assumes access to an oracle, i.e., a simulator,…
We present a novel method to compute \emph{permissive winning strategies} in two-player games over finite graphs with $ \omega $-regular winning conditions. Given a game graph $G$ and a parity winning condition $\Phi$, we compute a…
Sequential learning with feedback graphs is a natural extension of the multi-armed bandit problem where the problem is equipped with an underlying graph structure that provides additional information - playing an action reveals the losses…
Large language models (LLMs) often generate code that is functionally correct but inefficient in runtime and memory. Prior approaches to improving code efficiency typically rely on absolute execution feedback, such as profiling a single…
Poker, also known as Texas Hold'em, has always been a typical research target within imperfect information games (IIGs). IIGs have long served as a measure of artificial intelligence (AI) development. Representative prior works, such as…
We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the…
Mean Field Control Games (MFCG), introduced in [Angiuli et al., 2022a], represent competitive games between a large number of large collaborative groups of agents in the infinite limit of number and size of groups. In this paper, we prove…
In this paper, we delve into the utilization of the negative momentum technique in constrained minimax games. From an intuitive mechanical standpoint, we introduce a novel framework for momentum buffer updating, which extends the findings…
This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a…
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…
Fictitious Play (FP) is a simple and natural dynamic for repeated play in zero-sum games. Proposed by Brown in 1949, FP was shown to converge to a Nash Equilibrium by Robinson in 1951, albeit at a slow rate that may depend on the dimension…
Regret has been established as a foundational concept in online learning, and likewise has important applications in the analysis of learning dynamics in games. Regret quantifies the difference between a learner's performance against a…
Coordinate descent methods are popular in machine learning and optimization for their simple sparse updates and excellent practical performance. In the context of large-scale sequential game solving, these same properties would be…
In this paper, we introduce the first algorithmic framework for Blackwell approachability on the sequence-form polytope, the class of convex polytopes capturing the strategies of players in extensive-form games (EFGs). This leads to a new…
We study the question of obtaining last-iterate convergence rates for no-regret learning algorithms in multi-player games. We show that the optimistic gradient (OG) algorithm with a constant step-size, which is no-regret, achieves a…
Follow the regularized leader FTRL is the premier algorithm for online optimization. However, despite decades of research on its convergence in constrained optimization -- and potential games in particular -- its behavior remained hitherto…