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In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem -- thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.

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《計算機信息》雜志發表高質量的論文,擴大了運籌學和計算的范圍,尋求有關理論、方法、實驗、系統和應用方面的原創研究論文、新穎的調查和教程論文,以及描述新的和有用的軟件工具的論文。官網鏈接: · 路徑 · 泛函 · · CASE ·
2023 年 7 月 27 日

The Weighted Path Order of Yamada is a powerful technique for proving termination. It is also supported by CeTA, a certifier for checking untrusted termination proofs. To be more precise, CeTA contains a verified function that computes for two terms whether one of them is larger than the other for a given WPO, i.e., where all parameters of the WPO have been fixed. The problem of this verified function is its exponential runtime in the worst case. Therefore, in this work we develop a polynomial time implementation of WPO that is based on memoization. It also improves upon an earlier verified implementation of the Recursive Path Order: the RPO-implementation uses full terms as keys for the memory, a design which simplified the soundness proofs, but has some runtime overhead. In this work, keys are just numbers, so that the lookup in the memory is faster. Although trivial on paper, this change introduces some challenges for the verification task.

Large vision-language models have recently achieved remarkable progress, exhibiting great perception and reasoning abilities concerning visual information. However, how to effectively evaluate these large vision-language models remains a major obstacle, hindering future model development. Traditional benchmarks like VQAv2 or COCO Caption provide quantitative performance measurements but suffer from a lack of fine-grained ability assessment and non-robust evaluation metrics. Recent subjective benchmarks, such as OwlEval, offer comprehensive evaluations of a model's abilities by incorporating human labor, but they are not scalable and display significant bias. In response to these challenges, we propose MMBench, a novel multi-modality benchmark. MMBench methodically develops a comprehensive evaluation pipeline, primarily comprised of two elements. The first element is a meticulously curated dataset that surpasses existing similar benchmarks in terms of the number and variety of evaluation questions and abilities. The second element introduces a novel CircularEval strategy and incorporates the use of ChatGPT. This implementation is designed to convert free-form predictions into pre-defined choices, thereby facilitating a more robust evaluation of the model's predictions. MMBench is a systematically-designed objective benchmark for robustly evaluating the various abilities of vision-language models. We hope MMBench will assist the research community in better evaluating their models and encourage future advancements in this domain. Project page: //opencompass.org.cn/mmbench.

The minimax theorem for zero-sum games is easily proved from the strong duality theorem of linear programming. For the converse direction, the standard proof by Dantzig (1951) is known to be incomplete. We explain and combine classical theorems about solving linear equations with nonnegative variables to give a correct alternative proof, more directly than Adler (2013). We also extend Dantzig's game so that any max-min strategy gives either an optimal LP solution or shows that none exists.

The behaviour of multi-agent learning in competitive settings is often considered under the restrictive assumption of a zero-sum game. Only under this strict requirement is the behaviour of learning well understood; beyond this, learning dynamics can often display non-convergent behaviours which prevent fixed-point analysis. Nonetheless, many relevant competitive games do not satisfy the zero-sum assumption. Motivated by this, we study a smooth variant of Q-Learning, a popular reinforcement learning dynamics which balances the agents' tendency to maximise their payoffs with their propensity to explore the state space. We examine this dynamic in games which are `close' to network zero-sum games and find that Q-Learning converges to a neighbourhood around a unique equilibrium. The size of the neighbourhood is determined by the `distance' to the zero-sum game, as well as the exploration rates of the agents. We complement these results by providing a method whereby, given an arbitrary network game, the `nearest' network zero-sum game can be found efficiently. As our experiments show, these guarantees are independent of whether the dynamics ultimately reach an equilibrium, or remain non-convergent.

The behaviour of multi-agent learning in many player games has been shown to display complex dynamics outside of restrictive examples such as network zero-sum games. In addition, it has been shown that convergent behaviour is less likely to occur as the number of players increase. To make progress in resolving this problem, we study Q-Learning dynamics and determine a sufficient condition for the dynamics to converge to a unique equilibrium in any network game. We find that this condition depends on the nature of pairwise interactions and on the network structure, but is explicitly independent of the total number of agents in the game. We evaluate this result on a number of representative network games and show that, under suitable network conditions, stable learning dynamics can be achieved with an arbitrary number of agents.

The Information Bottleneck (IB) is a method of lossy compression of relevant information. Its rate-distortion (RD) curve describes the fundamental tradeoff between input compression and the preservation of relevant information embedded in the input. However, it conceals the underlying dynamics of optimal input encodings. We argue that these typically follow a piecewise smooth trajectory when input information is being compressed, as recently shown in RD. These smooth dynamics are interrupted when an optimal encoding changes qualitatively, at a bifurcation. By leveraging the IB's intimate relations with RD, we provide substantial insights into its solution structure, highlighting caveats in its finite-dimensional treatments. Sub-optimal solutions are seen to collide or exchange optimality at its bifurcations. Despite the acceptance of the IB and its applications, there are surprisingly few techniques to solve it numerically, even for finite problems whose distribution is known. We derive anew the IB's first-order Ordinary Differential Equation, which describes the dynamics underlying its optimal tradeoff curve. To exploit these dynamics, we not only detect IB bifurcations but also identify their type in order to handle them accordingly. Rather than approaching the IB's optimal curve from sub-optimal directions, the latter allows us to follow a solution's trajectory along the optimal curve under mild assumptions. We thereby translate an understanding of IB bifurcations into a surprisingly accurate numerical algorithm.

Graph Neural Networks (GNNs) have been successfully used in many problems involving graph-structured data, achieving state-of-the-art performance. GNNs typically employ a message-passing scheme, in which every node aggregates information from its neighbors using a permutation-invariant aggregation function. Standard well-examined choices such as the mean or sum aggregation functions have limited capabilities, as they are not able to capture interactions among neighbors. In this work, we formalize these interactions using an information-theoretic framework that notably includes synergistic information. Driven by this definition, we introduce the Graph Ordering Attention (GOAT) layer, a novel GNN component that captures interactions between nodes in a neighborhood. This is achieved by learning local node orderings via an attention mechanism and processing the ordered representations using a recurrent neural network aggregator. This design allows us to make use of a permutation-sensitive aggregator while maintaining the permutation-equivariance of the proposed GOAT layer. The GOAT model demonstrates its increased performance in modeling graph metrics that capture complex information, such as the betweenness centrality and the effective size of a node. In practical use-cases, its superior modeling capability is confirmed through its success in several real-world node classification benchmarks.

Game theory has by now found numerous applications in various fields, including economics, industry, jurisprudence, and artificial intelligence, where each player only cares about its own interest in a noncooperative or cooperative manner, but without obvious malice to other players. However, in many practical applications, such as poker, chess, evader pursuing, drug interdiction, coast guard, cyber-security, and national defense, players often have apparently adversarial stances, that is, selfish actions of each player inevitably or intentionally inflict loss or wreak havoc on other players. Along this line, this paper provides a systematic survey on three main game models widely employed in adversarial games, i.e., zero-sum normal-form and extensive-form games, Stackelberg (security) games, zero-sum differential games, from an array of perspectives, including basic knowledge of game models, (approximate) equilibrium concepts, problem classifications, research frontiers, (approximate) optimal strategy seeking techniques, prevailing algorithms, and practical applications. Finally, promising future research directions are also discussed for relevant adversarial games.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

We present a novel counterfactual framework for both Zero-Shot Learning (ZSL) and Open-Set Recognition (OSR), whose common challenge is generalizing to the unseen-classes by only training on the seen-classes. Our idea stems from the observation that the generated samples for unseen-classes are often out of the true distribution, which causes severe recognition rate imbalance between the seen-class (high) and unseen-class (low). We show that the key reason is that the generation is not Counterfactual Faithful, and thus we propose a faithful one, whose generation is from the sample-specific counterfactual question: What would the sample look like, if we set its class attribute to a certain class, while keeping its sample attribute unchanged? Thanks to the faithfulness, we can apply the Consistency Rule to perform unseen/seen binary classification, by asking: Would its counterfactual still look like itself? If ``yes'', the sample is from a certain class, and ``no'' otherwise. Through extensive experiments on ZSL and OSR, we demonstrate that our framework effectively mitigates the seen/unseen imbalance and hence significantly improves the overall performance. Note that this framework is orthogonal to existing methods, thus, it can serve as a new baseline to evaluate how ZSL/OSR models generalize. Codes are available at //github.com/yue-zhongqi/gcm-cf.

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