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We propose a new model, independent linear Markov game, for multi-agent reinforcement learning with a large state space and a large number of agents. This is a class of Markov games with independent linear function approximation, where each agent has its own function approximation for the state-action value functions that are marginalized by other players' policies. We design new algorithms for learning the Markov coarse correlated equilibria (CCE) and Markov correlated equilibria (CE) with sample complexity bounds that only scale polynomially with each agent's own function class complexity, thus breaking the curse of multiagents. In contrast, existing works for Markov games with function approximation have sample complexity bounds scale with the size of the \emph{joint action space} when specialized to the canonical tabular Markov game setting, which is exponentially large in the number of agents. Our algorithms rely on two key technical innovations: (1) utilizing policy replay to tackle non-stationarity incurred by multiple agents and the use of function approximation; (2) separating learning Markov equilibria and exploration in the Markov games, which allows us to use the full-information no-regret learning oracle instead of the stronger bandit-feedback no-regret learning oracle used in the tabular setting. Furthermore, we propose an iterative-best-response type algorithm that can learn pure Markov Nash equilibria in independent linear Markov potential games. In the tabular case, by adapting the policy replay mechanism for independent linear Markov games, we propose an algorithm with $\widetilde{O}(\epsilon^{-2})$ sample complexity to learn Markov CCE, which improves the state-of-the-art result $\widetilde{O}(\epsilon^{-3})$ in Daskalakis et al. 2022, where $\epsilon$ is the desired accuracy, and also significantly improves other problem parameters.

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We consider the problem of fairly allocating a set of indivisible goods among $n$ agents with additive valuations, using the popular fairness notion of maximin share (MMS). Since MMS allocations do not always exist, a series of works provided existence and algorithms for approximate MMS allocations. The current best approximation factor, for which the existence is known, is $(\frac{3}{4} + \frac{1}{12n})$ [Garg and Taki, 2021]. Most of these results are based on complicated analyses, especially those providing better than $2/3$ factor. Moreover, since no tight example is known of the Garg-Taki algorithm, it is unclear if this is the best factor of this approach. In this paper, we significantly simplify the analysis of this algorithm and also improve the existence guarantee to a factor of $(\frac{3}{4} + \min(\frac{1}{36}, \frac{3}{16n-4}))$. For small $n$, this provides a noticeable improvement. Furthermore, we present a tight example of this algorithm, showing that this may be the best factor one can hope for with the current techniques.

This paper studies an infinite horizon optimal control problem for discrete-time linear system and quadratic criteria, both with random parameters which are independent and identically distributed with respect to time. In this general setting, we apply the policy gradient method, a reinforcement learning technique, to search for the optimal control without requiring knowledge of statistical information of the parameters. We investigate the sub-Gaussianity of the state process and establish global linear convergence guarantee for this approach based on assumptions that are weaker and easier to verify compared to existing results. Numerical experiments are presented to illustrate our result.

We propose a new distributed algorithm that combines heavy-ball momentum and a consensus-based gradient method to find a Nash equilibrium (NE) in a class of non-cooperative convex games with unconstrained action sets. In this approach, each agent in the game has access to its own smooth local cost function and can exchange information with its neighbors over a communication network. The proposed method is designed to work on a general sequence of time-varying directed graphs and allows for non-identical step-sizes and momentum parameters. Our work is the first to incorporate heavy-ball momentum in the context of non-cooperative games, and we provide a rigorous proof of its geometric convergence to the NE under the common assumptions of strong convexity and Lipschitz continuity of the agents' cost functions. Moreover, we establish explicit bounds for the step-size values and momentum parameters based on the characteristics of the cost functions, mixing matrices, and graph connectivity structures. To showcase the efficacy of our proposed method, we perform numerical simulations on a Nash-Cournot game to demonstrate its accelerated convergence compared to existing methods.

Most offline reinforcement learning (RL) methods suffer from the trade-off between improving the policy to surpass the behavior policy and constraining the policy to limit the deviation from the behavior policy as computing $Q$-values using out-of-distribution (OOD) actions will suffer from errors due to distributional shift. The recently proposed \textit{In-sample Learning} paradigm (i.e., IQL), which improves the policy by quantile regression using only data samples, shows great promise because it learns an optimal policy without querying the value function of any unseen actions. However, it remains unclear how this type of method handles the distributional shift in learning the value function. In this work, we make a key finding that the in-sample learning paradigm arises under the \textit{Implicit Value Regularization} (IVR) framework. This gives a deeper understanding of why the in-sample learning paradigm works, i.e., it applies implicit value regularization to the policy. Based on the IVR framework, we further propose two practical algorithms, Sparse $Q$-learning (SQL) and Exponential $Q$-learning (EQL), which adopt the same value regularization used in existing works, but in a complete in-sample manner. Compared with IQL, we find that our algorithms introduce sparsity in learning the value function, making them more robust in noisy data regimes. We also verify the effectiveness of SQL and EQL on D4RL benchmark datasets and show the benefits of in-sample learning by comparing them with CQL in small data regimes.

The study of market equilibria is central to economic theory, particularly in efficiently allocating scarce resources. However, the computation of equilibrium prices at which the supply of goods matches their demand typically relies on having access to complete information on private attributes of agents, e.g., suppliers' cost functions, which are often unavailable in practice. Motivated by this practical consideration, we consider the problem of setting equilibrium prices in the incomplete information setting wherein a market operator seeks to satisfy the customer demand for a commodity by purchasing the required amount from competing suppliers with privately known cost functions unknown to the market operator. In this incomplete information setting, we consider the online learning problem of learning equilibrium prices over time while jointly optimizing three performance metrics -- unmet demand, cost regret, and payment regret -- pertinent in the context of equilibrium pricing over a horizon of $T$ periods. We first consider the setting when suppliers' cost functions are fixed and develop algorithms that achieve a regret of $O(\log \log T)$ when the customer demand is constant over time, or $O(\sqrt{T} \log \log T)$ when the demand is variable over time. Next, we consider the setting when the suppliers' cost functions can vary over time and illustrate that no online algorithm can achieve sublinear regret on all three metrics when the market operator has no information about how the cost functions change over time. Thus, we consider an augmented setting wherein the operator has access to hints/contexts that, without revealing the complete specification of the cost functions, reflect the variation in the cost functions over time and propose an algorithm with sublinear regret in this augmented setting.

In this paper, we consider the contextual variant of the MNL-Bandit problem. More specifically, we consider a dynamic set optimization problem, where a decision-maker offers a subset (assortment) of products to a consumer and observes the response in every round. Consumers purchase products to maximize their utility. We assume that a set of attributes describe the products, and the mean utility of a product is linear in the values of these attributes. We model consumer choice behavior using the widely used Multinomial Logit (MNL) model and consider the decision maker problem of dynamically learning the model parameters while optimizing cumulative revenue over the selling horizon $T$. Though this problem has attracted considerable attention in recent times, many existing methods often involve solving an intractable non-convex optimization problem. Their theoretical performance guarantees depend on a problem-dependent parameter which could be prohibitively large. In particular, existing algorithms for this problem have regret bounded by $O(\sqrt{\kappa d T})$, where $\kappa$ is a problem-dependent constant that can have an exponential dependency on the number of attributes. In this paper, we propose an optimistic algorithm and show that the regret is bounded by $O(\sqrt{dT} + \kappa)$, significantly improving the performance over existing methods. Further, we propose a convex relaxation of the optimization step, which allows for tractable decision-making while retaining the favourable regret guarantee.

A systematic framework for analyzing dynamical attributes of games has not been well-studied except for the special class of potential or near-potential games. In particular, the existing results have shortcomings in determining the asymptotic behavior of a given dynamic in a designated game. Although there is a large body literature on developing convergent dynamics to the Nash equilibrium (NE) of a game, in general, the asymptotic behavior of an underlying dynamic may not be even close to a NE. In this paper, we initiate a new direction towards game dynamics by studying the fundamental properties of the map of dynamics in games. To this aim, we first decompose the map of a given dynamic into contractive and non-contractive parts and then explore the asymptotic behavior of those dynamics using the proximity of such decomposition to contraction mappings. In particular, we analyze the non-contractive behavior for better/best response dynamics in discrete-action space sequential/repeated games and show that the non-contractive part of those dynamics is well-behaved in a certain sense. That allows us to estimate the asymptotic behavior of such dynamics using a neighborhood around the fixed point of their contractive part proxy. Finally, we demonstrate the practicality of our framework via an example from duopoly Cournot games.

A burgeoning line of research leverages deep neural networks to approximate the solutions to high dimensional PDEs, opening lines of theoretical inquiry focused on explaining how it is that these models appear to evade the curse of dimensionality. However, most prior theoretical analyses have been limited to linear PDEs. In this work, we take a step towards studying the representational power of neural networks for approximating solutions to nonlinear PDEs. We focus on a class of PDEs known as \emph{nonlinear elliptic variational PDEs}, whose solutions minimize an \emph{Euler-Lagrange} energy functional $\mathcal{E}(u) = \int_\Omega L(x, u(x), \nabla u(x)) - f(x) u(x)dx$. We show that if composing a function with Barron norm $b$ with partial derivatives of $L$ produces a function of Barron norm at most $B_L b^p$, the solution to the PDE can be $\epsilon$-approximated in the $L^2$ sense by a function with Barron norm $O\left(\left(dB_L\right)^{\max\{p \log(1/ \epsilon), p^{\log(1/\epsilon)}\}}\right)$. By a classical result due to Barron [1993], this correspondingly bounds the size of a 2-layer neural network needed to approximate the solution. Treating $p, \epsilon, B_L$ as constants, this quantity is polynomial in dimension, thus showing neural networks can evade the curse of dimensionality. Our proof technique involves neurally simulating (preconditioned) gradient in an appropriate Hilbert space, which converges exponentially fast to the solution of the PDE, and such that we can bound the increase of the Barron norm at each iterate. Our results subsume and substantially generalize analogous prior results for linear elliptic PDEs over a unit hypercube.

In real-world applications of reinforcement learning, it is often challenging to obtain a state representation that is parsimonious and satisfies the Markov property without prior knowledge. Consequently, it is common practice to construct a state which is larger than necessary, e.g., by concatenating measurements over contiguous time points. However, needlessly increasing the dimension of the state can slow learning and obfuscate the learned policy. We introduce the notion of a minimal sufficient state in a Markov decision process (MDP) as the smallest subvector of the original state under which the process remains an MDP and shares the same optimal policy as the original process. We propose a novel sequential knockoffs (SEEK) algorithm that estimates the minimal sufficient state in a system with high-dimensional complex nonlinear dynamics. In large samples, the proposed method controls the false discovery rate, and selects all sufficient variables with probability approaching one. As the method is agnostic to the reinforcement learning algorithm being applied, it benefits downstream tasks such as policy optimization. Empirical experiments verify theoretical results and show the proposed approach outperforms several competing methods in terms of variable selection accuracy and regret.

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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