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We study stochastic zero-sum games on graphs, which are prevalent tools to model decision-making in presence of an antagonistic opponent in a random environment. In this setting, an important question is the one of strategy complexity: what kinds of strategies are sufficient or required to play optimally (e.g., randomization or memory requirements)? Our contributions further the understanding of arena-independent finite-memory (AIFM) determinacy, i.e., the study of objectives for which memory is needed, but in a way that only depends on limited parameters of the game graphs. First, we show that objectives for which pure AIFM strategies suffice to play optimally also admit pure AIFM subgame perfect strategies. Second, we show that we can reduce the study of objectives for which pure AIFM strategies suffice in two-player stochastic games to the easier study of one-player stochastic games (i.e., Markov decision processes). Third, we characterize the sufficiency of AIFM strategies through two intuitive properties of objectives. This work extends a line of research started on deterministic games to stochastic ones.

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This work focuses on developing methods for approximating the solution operators of a class of parametric partial differential equations via neural operators. Neural operators have several challenges, including the issue of generating appropriate training data, cost-accuracy trade-offs, and nontrivial hyperparameter tuning. The unpredictability of the accuracy of neural operators impacts their applications in downstream problems of inference, optimization, and control. A framework is proposed based on the linear variational problem that gives the correction to the prediction furnished by neural operators. The operator associated with the corrector problem is referred to as the corrector operator. Numerical results involving a nonlinear diffusion model in two dimensions with PCANet-type neural operators show almost two orders of increase in the accuracy of approximations when neural operators are corrected using the proposed scheme. Further, topology optimization involving a nonlinear diffusion model is considered to highlight the limitations of neural operators and the efficacy of the correction scheme. Optimizers with neural operator surrogates are seen to make significant errors (as high as 80 percent). However, the errors are much lower (below 7 percent) when neural operators are corrected following the proposed method.

This paper proposes two distributed random reshuffling methods, namely Gradient Tracking with Random Reshuffling (GT-RR) and Exact Diffusion with Random Reshuffling (ED-RR), to solve the distributed optimization problem over a connected network, where a set of agents aim to minimize the average of their local cost functions. Both algorithms invoke random reshuffling (RR) update for each agent, inherit favorable characteristics of RR for minimizing smooth nonconvex objective functions, and improve the performance of previous distributed random reshuffling methods both theoretically and empirically. Specifically, both GT-RR and ED-RR achieve the convergence rate of $O(1/[(1-\lambda)^{1/3}m^{1/3}T^{2/3}])$ in driving the (minimum) expected squared norm of the gradient to zero, where $T$ denotes the number of epochs, $m$ is the sample size for each agent, and $1-\lambda$ represents the spectral gap of the mixing matrix. When the objective functions further satisfy the Polyak-{\L}ojasiewicz (PL) condition, we show GT-RR and ED-RR both achieve $O(1/[(1-\lambda)mT^2])$ convergence rate in terms of the averaged expected differences between the agents' function values and the global minimum value. Notably, both results are comparable to the convergence rates of centralized RR methods (up to constant factors depending on the network topology) and outperform those of previous distributed random reshuffling algorithms. Moreover, we support the theoretical findings with a set of numerical experiments.

We consider leader election in clique networks, where $n$ nodes are connected by point-to-point communication links. For the synchronous clique under simultaneous wake-up, i.e., where all nodes start executing the algorithm in round $1$, we show a tradeoff between the number of messages and the amount of time. More specifically, we show that any deterministic algorithm with a message complexity of $n f(n)$ requires $\Omega\left(\frac{\log n}{\log f(n)+1}\right)$ rounds, for $f(n) = \Omega(\log n)$. Our result holds even if the node IDs are chosen from a relatively small set of size $\Theta(n\log n)$, as we are able to avoid using Ramsey's theorem. We also give an upper bound that improves over the previously-best tradeoff. Our second contribution for the synchronous clique under simultaneous wake-up is to show that $\Omega(n\log n)$ is in fact a lower bound on the message complexity that holds for any deterministic algorithm with a termination time $T(n)$. We complement this result by giving a simple deterministic algorithm that achieves leader election in sublinear time while sending only $o(n\log n)$ messages, if the ID space is of at most linear size. We also show that Las Vegas algorithms (that never fail) require $\Theta(n)$ messages. For the synchronous clique under adversarial wake-up, we show that $\Omega(n^{3/2})$ is a tight lower bound for randomized $2$-round algorithms. Finally, we turn our attention to the asynchronous clique: Assuming adversarial wake-up, we give a randomized algorithm that achieves a message complexity of $O(n^{1 + 1/k})$ and an asynchronous time complexity of $k+8$. For simultaneous wake-up, we translate the deterministic tradeoff algorithm of Afek and Gafni to the asynchronous model, thus partially answering an open problem they pose.

Gaussian processes are a powerful framework for quantifying uncertainty and for sequential decision-making but are limited by the requirement of solving linear systems. In general, this has a cubic cost in dataset size and is sensitive to conditioning. We explore stochastic gradient algorithms as a computationally efficient method of approximately solving these linear systems: we develop low-variance optimization objectives for sampling from the posterior and extend these to inducing points. Counterintuitively, stochastic gradient descent often produces accurate predictions, even in cases where it does not converge quickly to the optimum. We explain this through a spectral characterization of the implicit bias from non-convergence. We show that stochastic gradient descent produces predictive distributions close to the true posterior both in regions with sufficient data coverage, and in regions sufficiently far away from the data. Experimentally, stochastic gradient descent achieves state-of-the-art performance on sufficiently large-scale or ill-conditioned regression tasks. Its uncertainty estimates match the performance of significantly more expensive baselines on a large-scale Bayesian~optimization~task.

Inventory management offers unique opportunities for reliably evaluating and applying deep reinforcement learning (DRL). Rather than evaluate DRL algorithms by comparing against one another or against human experts, we can compare to the optimum itself in several problem classes with hidden structure. Our DRL methods consistently recover near-optimal policies in such settings, despite being applied with up to 600-dimensional raw state vectors. In others, they can vastly outperform problem-specific heuristics. To reliably apply DRL, we leverage two insights. First, one can directly optimize the hindsight performance of any policy using stochastic gradient descent. This uses (i) an ability to backtest any policy's performance on a subsample of historical demand observations, and (ii) the differentiability of the total cost incurred on any subsample with respect to policy parameters. Second, we propose a natural neural network architecture to address problems with weak (or aggregate) coupling constraints between locations in an inventory network. This architecture employs weight duplication for ``sibling'' locations in the network, and state summarization. We justify this architecture through an asymptotic guarantee, and empirically affirm its value in handling large-scale problems.

We present new results on average causal effects in settings with unmeasured exposure-outcome confounding. Our results are motivated by a class of estimands, e.g., frequently of interest in medicine and public health, that are currently not targeted by standard approaches for average causal effects. We recognize these estimands as queries about the average causal effect of an intervening variable. We anchor our introduction of these estimands in an investigation of the role of chronic pain and opioid prescription patterns in the opioid epidemic, and illustrate how conventional approaches will lead unreplicable estimates with ambiguous policy implications. We argue that our altenative effects are replicable and have clear policy implications, and furthermore are non-parametrically identified by the classical frontdoor formula. As an independent contribution, we derive a new semiparametric efficient estimator of the frontdoor formula with a uniform sample boundedness guarantee. This property is unique among previously-described estimators in its class, and we demonstrate superior performance in finite-sample settings. Theoretical results are applied with data from the National Health and Nutrition Examination Survey.

Motivated by the virtual machine scheduling problem in today's computing systems, we propose a new setting of stochastic bin-packing in service systems that allows the item sizes (job resource requirements) to vary over time. In this setting, items (jobs) arrive to the system, vary their sizes, and depart from the system following certain Markovian assumptions. We focus on minimizing the expected number of non-empty bins (active servers) in steady state, where the expectation in steady state is equal to the long-run time-average with probability $1$ under the Markovian assumptions. Our main result is a policy that achieves an optimality gap of $O(\sqrt{r})$ in the objective, where the optimal objective value is $\Theta(r)$ and $r$ is a scaling factor such that the item arrival intensity scales linearly with it. When specialized to the setting where the item sizes do not vary over time, our result improves upon the state-of-the-art $o(r)$ optimality gap. Our technical approach highlights a novel policy conversion framework that reduces the policy design problem to that in a single-bin (single-server) system.

Sparse functional/longitudinal data have attracted widespread interest due to the prevalence of such data in social and life sciences. A prominent scenario where such data are routinely encountered are accelerated longitudinal studies, where subjects are enrolled in the study at a random time and are only tracked for a short amount of time relative to the domain of interest. The statistical analysis of such functional snippets is challenging since information for the far-off-diagonal regions of the covariance structure is missing. Our main methodological contribution is to address this challenge by bypassing covariance estimation and instead modeling the underlying process as the solution of a data-adaptive stochastic differential equation. Taking advantage of the interface between Gaussian functional data and stochastic differential equations makes it possible to efficiently reconstruct the target process by estimating its dynamic distribution. The proposed approach allows one to consistently recover forward sample paths from functional snippets at the subject level. We establish the existence and uniqueness of the solution to the proposed data-driven stochastic differential equation and derive rates of convergence for the corresponding estimators. The finite-sample performance is demonstrated with simulation studies and functional snippets arising from a growth study and spinal bone mineral density data.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

Bid optimization for online advertising from single advertiser's perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertiser's objective and global profit have been significantly improved compared to state-of-art methods.

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