While Nash equilibrium has emerged as the central game-theoretic solution concept, many important games contain several Nash equilibria and we must determine how to select between them in order to create real strategic agents. Several Nash equilibrium refinement concepts have been proposed and studied for sequential imperfect-information games, the most prominent being trembling-hand perfect equilibrium, quasi-perfect equilibrium, and recently one-sided quasi-perfect equilibrium. These concepts are robust to certain arbitrarily small mistakes, and are guaranteed to always exist; however, we argue that neither of these is the correct concept for developing strong agents in sequential games of imperfect information. We define a new equilibrium refinement concept for extensive-form games called observable perfect equilibrium in which the solution is robust over trembles in publicly-observable action probabilities (not necessarily over all action probabilities that may not be observable by opposing players). Observable perfect equilibrium correctly captures the assumption that the opponent is playing as rationally as possible given mistakes that have been observed (while previous solution concepts do not). We prove that observable perfect equilibrium is always guaranteed to exist, and demonstrate that it leads to a different solution than the prior extensive-form refinements in no-limit poker. We expect observable perfect equilibrium to be a useful equilibrium refinement concept for modeling many important imperfect-information games of interest in artificial intelligence.
Auctions are modeled as Bayesian games with continuous type and action spaces. Determining equilibria in auction games is computationally hard in general and no exact solution theory is known. We introduce an algorithmic framework in which we discretize type and action space and then learn distributional strategies via online optimization algorithms. One advantage of distributional strategies is that we do not have to make any assumptions on the shape of the bid function. Besides, the expected utility of agents is linear in the strategies. It follows that if our optimization algorithms converge to a pure strategy, then they converge to an approximate equilibrium of the discretized game with high precision. Importantly, we show that the equilibrium of the discretized game approximates an equilibrium in the continuous game. In a wide variety of auction games, we provide empirical evidence that the approach approximates the analytical (pure) Bayes Nash equilibrium closely. This speed and precision is remarkable, because in many finite games learning dynamics do not converge or are even chaotic. In standard models where agents are symmetric, we find equilibrium in seconds. While we focus on dual averaging, we show that the overall approach converges independent of the regularizer and alternative online convex optimization methods achieve similar results, even though the discretized game neither satisfies monotonicity nor variational stability globally. The method allows for interdependent valuations and different types of utility functions and provides a foundation for broadly applicable equilibrium solvers that can push the boundaries of equilibrium analysis in auction markets and beyond.
Graph neural networks (GNNs), a type of neural network that can learn from graph-structured data and learn the representation of nodes by aggregating their neighbors, have shown excellent performance in downstream tasks.However, it is known that the performance of graph neural networks (GNNs) degrades gradually as the number of layers increases. Based on k-hop subgraph aggregation, which is a new concept, we propose a new perspective to understand the expressive power of GNN.From this perspective, we reveal the potential causes of the performance degradation of the deep traditional GNN - aggregated subgraph overlap, and the fact that the residual-based graph neural networks in fact exploit the aggregation results of 1 to k hop subgraphs to improve the effectiveness.Further, we propose a new sampling-based node-level residual module named SDF, which is shown by theoretical derivation to obtain a superior expressive power compared to previous residual methods by using information from 1 to k hop subgraphs more flexibly. Extensive experiments show that the performance and efficiency of GNN with the SDF module outperform other methods.
The recent rise in popularity of Hyperparameter Optimization (HPO) for deep learning has highlighted the role that good hyperparameter (HP) space design can play in training strong models. In turn, designing a good HP space is critically dependent on understanding the role of different HPs. This motivates research on HP Importance (HPI), e.g., with the popular method of functional ANOVA (f-ANOVA). However, the original f-ANOVA formulation is inapplicable to the subspaces most relevant to algorithm designers, such as those defined by top performance. To overcome this issue, we derive a novel formulation of f-ANOVA for arbitrary subspaces and propose an algorithm that uses Pearson divergence (PED) to enable a closed-form calculation of HPI. We demonstrate that this new algorithm, dubbed PED-ANOVA, is able to successfully identify important HPs in different subspaces while also being extremely computationally efficient.
Motivated by a number of real-world applications from domains like healthcare and sustainable transportation, in this paper we study a scenario of repeated principal-agent games within a multi-armed bandit (MAB) framework, where: the principal gives a different incentive for each bandit arm, the agent picks a bandit arm to maximize its own expected reward plus incentive, and the principal observes which arm is chosen and receives a reward (different than that of the agent) for the chosen arm. Designing policies for the principal is challenging because the principal cannot directly observe the reward that the agent receives for their chosen actions, and so the principal cannot directly learn the expected reward using existing estimation techniques. As a result, the problem of designing policies for this scenario, as well as similar ones, remains mostly unexplored. In this paper, we construct a policy that achieves a low regret (i.e., square-root regret up to a log factor) in this scenario for the case where the agent has perfect-knowledge about its own expected rewards for each bandit arm. We design our policy by first constructing an estimator for the agent's expected reward for each bandit arm. Since our estimator uses as data the sequence of incentives offered and subsequently chosen arms, the principal's estimation can be regarded as an analogy of online inverse optimization in MAB's. Next we construct a policy that we prove achieves a low regret by deriving finite-sample concentration bounds for our estimator. We conclude with numerical simulations demonstrating the applicability of our policy to real-life setting from collaborative transportation planning.
Signaling game problems investigate communication scenarios where encoder(s) and decoder(s) have misaligned objectives due to the fact that they either employ different cost functions or have inconsistent priors. This problem has been studied in the literature for scalar sources under various setups. In this paper, we consider multi-dimensional sources under quadratic criteria in the presence of a bias leading to a mismatch in the criteria, where we show that the generalization from the scalar setup is more than technical. We show that the Nash equilibrium solutions lead to structural richness due to the subtle geometric analysis the problem entails, with consequences in both system design, the presence of linear Nash equilibria, and an information theoretic problem formulation. We first provide a set of geometric conditions that must be satisfied in equilibrium considering any multi-dimensional source. Then, we consider independent and identically distributed sources and characterize necessary and sufficient conditions under which an informative linear Nash equilibrium exists. These conditions involve the bias vector that leads to misaligned costs. Depending on certain conditions related to the bias vector, the existence of linear Nash equilibria requires sources with a Gaussian or a symmetric density. Moreover, in the case of Gaussian sources, our results have a rate-distortion theoretic implication that achievable rates and distortions in the considered game theoretic setup can be obtained from its team theoretic counterpart.
Treatment effect estimation under unconfoundedness is a fundamental task in causal inference. In response to the challenge of analyzing high-dimensional datasets collected in substantive fields such as epidemiology, genetics, economics, and social sciences, many methods for treatment effect estimation with high-dimensional nuisance parameters (the outcome regression and the propensity score) have been developed in recent years. However, it is still unclear what is the necessary and sufficient sparsity condition on the nuisance parameters for the treatment effect to be $\sqrt{n}$-estimable. In this paper, we propose a new Double-Calibration strategy that corrects the estimation bias of the nuisance parameter estimates computed by regularized high-dimensional techniques and demonstrate that the corresponding Doubly-Calibrated estimator achieves $1 / \sqrt{n}$-rate as long as one of the nuisance parameters is sparse with sparsity below $\sqrt{n} / \log p$, where $p$ denotes the ambient dimension of the covariates, whereas the other nuisance parameter can be arbitrarily complex and completely misspecified. The Double-Calibration strategy can also be applied to settings other than treatment effect estimation, e.g. regression coefficient estimation in the presence of diverging number of controls in a semiparametric partially linear model.
This paper investigates the problem of efficient constrained global optimization of composite functions (hybrid models) whose input is an expensive black-box function with vector-valued outputs and noisy observations, which often arises in real-world science, engineering, manufacturing, and control applications. We propose a novel algorithm, Constrained Upper Quantile Bound (CUQB), to solve such problems that directly exploits the composite structure of the objective and constraint functions that we show leads substantially improved sampling efficiency. CUQB is conceptually simple and avoids the constraint approximations used by previous methods. Although the CUQB acquisition function is not available in closed form, we propose a novel differentiable stochastic approximation that enables it to be efficiently maximized. We further derive bounds on the cumulative regret and constraint violation. Since these bounds depend sublinearly on the number of iterations under some regularity assumptions, we establish explicit bounds on the convergence rate to the optimal solution of the original constrained problem. In contrast to existing methods, CUQB further incorporates a simple infeasibility detection scheme, which we prove triggers in a finite number of iterations (with high probability) when the original problem is infeasible. Numerical experiments on several test problems, including environmental model calibration and real-time reactor optimization, show that CUQB significantly outperforms traditional Bayesian optimization in both constrained and unconstrained cases. Furthermore, compared to other state-of-the-art methods that exploit composite structure, CUQB achieves competitive empirical performance while also providing substantially improved theoretical guarantees.
We consider the behavior of the price of anarchy and equilibrium flows in nonatomic multi-commodity routing games as a function of the traffic demand. We analyze their smoothness with a special attention to specific values of the demand at which the support of the Wardrop equilibrium exhibits a phase transition with an abrupt change in the set of optimal routes. Typically, when such a phase transition occurs, the price of anarchy function has a breakpoint, \ie is not differentiable. We prove that, if the demand varies proportionally across all commodities, then, at a breakpoint, the largest left or right derivatives of the price of anarchy and of the social cost at equilibrium, are associated with the smaller equilibrium support. This proves -- under the assumption of proportional demand -- a conjecture of o'Hare et al. (2016), who observed this behavior in simulations. We also provide counterexamples showing that this monotonicity of the one-sided derivatives may fail when the demand does not vary proportionally, even if it moves along a straight line not passing through the origin.
Understanding causality helps to structure interventions to achieve specific goals and enables predictions under interventions. With the growing importance of learning causal relationships, causal discovery tasks have transitioned from using traditional methods to infer potential causal structures from observational data to the field of pattern recognition involved in deep learning. The rapid accumulation of massive data promotes the emergence of causal search methods with brilliant scalability. Existing summaries of causal discovery methods mainly focus on traditional methods based on constraints, scores and FCMs, there is a lack of perfect sorting and elaboration for deep learning-based methods, also lacking some considers and exploration of causal discovery methods from the perspective of variable paradigms. Therefore, we divide the possible causal discovery tasks into three types according to the variable paradigm and give the definitions of the three tasks respectively, define and instantiate the relevant datasets for each task and the final causal model constructed at the same time, then reviews the main existing causal discovery methods for different tasks. Finally, we propose some roadmaps from different perspectives for the current research gaps in the field of causal discovery and point out future research directions.
Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.