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In general, Nash equilibria in normal-form games may require players to play (probabilistically) mixed strategies. We define a measure of the complexity of finite probability distributions and study the complexity required to play NEs in finite two player $n\times n$ games with rational payoffs. Our central results show that there exist games in which there is an exponential vs. linear gap in the complexity of the mixed distributions that the two players play at (the unique) NE. This gap induces gaps in the amount of space required to represent and sample from the corresponding distributions using known state-of-the-art sampling algorithms. We also establish upper and lower bounds on the complexity of any NE in the games that we study. These results highlight (i) the nontriviality of the assumption that players can any mixed strategy and (ii) the disparities in resources that players may require to play NEs in the games that we study.

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As shown by Tsukada and Ong, simply-typed, normal and eta-long resource terms correspond to plays in Hyland-Ong games, quotiented by Melli\`es' homotopy equivalence. The original proof of this inspiring result is indirect, relying on the injectivity of the relational model w.r.t. both sides of the correspondence -- in particular, the dynamics of the resource calculus is taken into account only via the compatibility of the relational model with the composition of normal terms defined by normalization. In the present paper, we revisit and extend these results. Our first contribution is to restate the correspondence by considering causal structures we call augmentations, which are canonical representatives of Hyland-Ong plays up to homotopy. This allows us to give a direct and explicit account of the connection with normal resource terms. As a second contribution, we extend this account to the reduction of resource terms: building on a notion of strategies as weighted sums of augmentations, we provide a denotational model of the resource calculus, invariant under reduction. A key step -- and our third contribution -- is a categorical model we call a resource category, which is to the resource calculus what differential categories are to the differential lambda-calculus.

A mediator observes no-regret learners playing an extensive-form game repeatedly across $T$ rounds. The mediator attempts to steer players toward some desirable predetermined equilibrium by giving (nonnegative) payments to players. We call this the steering problem. The steering problem captures problems several problems of interest, among them equilibrium selection and information design (persuasion). If the mediator's budget is unbounded, steering is trivial because the mediator can simply pay the players to play desirable actions. We study two bounds on the mediator's payments: a total budget and a per-round budget. If the mediator's total budget does not grow with $T$, we show that steering is impossible. However, we show that it is enough for the total budget to grow sublinearly with $T$, that is, for the average payment to vanish. When players' full strategies are observed at each round, we show that constant per-round budgets permit steering. In the more challenging setting where only trajectories through the game tree are observable, we show that steering is impossible with constant per-round budgets in general extensive-form games, but possible in normal-form games or if the per-round budget may itself depend on $T$. We also show how our results can be generalized to the case when the equilibrium is being computed online while steering is happening. We supplement our theoretical positive results with experiments highlighting the efficacy of steering in large games.

Rankings are ubiquitous across many applications, from search engines to hiring committees. In practice, many rankings are derived from the output of predictors. However, when predictors trained for classification tasks have intrinsic uncertainty, it is not obvious how this uncertainty should be represented in the derived rankings. Our work considers ranking functions: maps from individual predictions for a classification task to distributions over rankings. We focus on two aspects of ranking functions: stability to perturbations in predictions and fairness towards both individuals and subgroups. Not only is stability an important requirement for its own sake, but -- as we show -- it composes harmoniously with individual fairness in the sense of Dwork et al. (2012). While deterministic ranking functions cannot be stable aside from trivial scenarios, we show that the recently proposed uncertainty aware (UA) ranking functions of Singh et al. (2021) are stable. Our main result is that UA rankings also achieve multigroup fairness through successful composition with multiaccurate or multicalibrated predictors. Our work demonstrates that UA rankings naturally interpolate between group and individual level fairness guarantees, while simultaneously satisfying stability guarantees important whenever machine-learned predictions are used.

In this paper, I formalize intelligence measurement in games by introducing mechanisms that assign a real number -- interpreted as an intelligence score -- to each player in a game. This score quantifies the ex-post strategic ability of the players based on empirically observable information, such as the actions of the players, the game's outcome, strength of the players, and a reference oracle machine such as a chess-playing artificial intelligence system. Specifically, I introduce two main concepts: first, the Game Intelligence (GI) mechanism, which quantifies a player's intelligence in a game by considering not only the game's outcome but also the "mistakes" made during the game according to the reference machine's intelligence. Second, I define gamingproofness, a practical and computational concept of strategyproofness. To illustrate the GI mechanism, I apply it to an extensive dataset comprising over a billion chess moves, including over a million moves made by top 20 grandmasters in history. Notably, Magnus Carlsen emerges with the highest GI score among all world championship games included in the dataset. In machine-vs-machine games, the well-known chess engine Stockfish comes out on top.

Bandit convex optimization (BCO) is a general framework for online decision making under uncertainty. While tight regret bounds for general convex losses have been established, existing algorithms achieving these bounds have prohibitive computational costs for high dimensional data. In this paper, we propose a simple and practical BCO algorithm inspired by the online Newton step algorithm. We show that our algorithm achieves optimal (in terms of horizon) regret bounds for a large class of convex functions that we call $\kappa$-convex. This class contains a wide range of practically relevant loss functions including linear, quadratic, and generalized linear models. In addition to optimal regret, this method is the most efficient known algorithm for several well-studied applications including bandit logistic regression. Furthermore, we investigate the adaptation of our second-order bandit algorithm to online convex optimization with memory. We show that for loss functions with a certain affine structure, the extended algorithm attains optimal regret. This leads to an algorithm with optimal regret for bandit LQR/LQG problems under a fully adversarial noise model, thereby resolving an open question posed in \citep{gradu2020non} and \citep{sun2023optimal}. Finally, we show that the more general problem of BCO with (non-affine) memory is harder. We derive a $\tilde{\Omega}(T^{2/3})$ regret lower bound, even under the assumption of smooth and quadratic losses.

Fairness is one of the socio-technical concerns that must be addressed in AI-based systems. Unfair AI-based systems, particularly unfair AI-based mobile apps, can pose difficulties for a significant proportion of the global population. This paper aims to analyze fairness concerns in AI-based app reviews.We first manually constructed a ground-truth dataset, including a statistical sample of fairness and non-fairness reviews. Leveraging the ground-truth dataset, we developed and evaluated a set of machine learning and deep learning classifiers that distinguish fairness reviews from non-fairness reviews. Our experiments show that our best-performing classifier can detect fairness reviews with a precision of 94%. We then applied the best-performing classifier on approximately 9.5M reviews collected from 108 AI-based apps and identified around 92K fairness reviews. Next, applying the K-means clustering technique to the 92K fairness reviews, followed by manual analysis, led to the identification of six distinct types of fairness concerns (e.g., 'receiving different quality of features and services in different platforms and devices' and 'lack of transparency and fairness in dealing with user-generated content'). Finally, the manual analysis of 2,248 app owners' responses to the fairness reviews identified six root causes (e.g., 'copyright issues') that app owners report to justify fairness concerns.

Reasoning, a crucial ability for complex problem-solving, plays a pivotal role in various real-world settings such as negotiation, medical diagnosis, and criminal investigation. It serves as a fundamental methodology in the field of Artificial General Intelligence (AGI). With the ongoing development of foundation models, e.g., Large Language Models (LLMs), there is a growing interest in exploring their abilities in reasoning tasks. In this paper, we introduce seminal foundation models proposed or adaptable for reasoning, highlighting the latest advancements in various reasoning tasks, methods, and benchmarks. We then delve into the potential future directions behind the emergence of reasoning abilities within foundation models. We also discuss the relevance of multimodal learning, autonomous agents, and super alignment in the context of reasoning. By discussing these future research directions, we hope to inspire researchers in their exploration of this field, stimulate further advancements in reasoning with foundation models, and contribute to the development of AGI.

Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.

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 monocular Simultaneous Localization and Mapping (SLAM) using high level object and plane landmarks, in addition to points. The resulting map is denser, more compact and meaningful compared to point only SLAM. We first propose a high order graphical model to jointly infer the 3D object and layout planes from single image considering occlusions and semantic constraints. The extracted cuboid object and layout planes are further optimized in a unified SLAM framework. Objects and planes can provide more semantic constraints such as Manhattan and object supporting relationships compared to points. Experiments on various public and collected datasets including ICL NUIM and TUM mono show that our algorithm can improve camera localization accuracy compared to state-of-the-art SLAM and also generate dense maps in many structured environments.

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