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While in two-player zero-sum games the Nash equilibrium is a well-established prescriptive notion of optimal play, its applicability as a prescriptive tool beyond that setting is limited. Consequently, the study of decentralized learning dynamics tha t guarantee convergence to correlated solution concepts in multiplayer, general-sum extensive-form (i.e., tree-form) games has become an important topic of active research. The per-iteration complexity of the currently known learning dynamics depends on the specific correlated solution concept considered. For example, in the case of extensive-form correlated equilibrium (EFCE), all known dynamics require, as an intermediate step at each iteration, to compute the stationary distribution of multiple Markov chains, an expensive operation in practice. Oppositely, in the case of normal-form coarse correlated equilibrium (NFCCE), simple no-external-regret learning dynamics that amount to a linear-time traversal of the tree-form decision space of each agent suffice to guarantee convergence. This paper focuses on extensive-form coarse correlated equilibrium (EFCCE), an intermediate solution concept that is a subset of NFCCE and a superset of EFCE. Being a superset of EFCE, any learning dynamics for EFCE automatically guarantees convergence to EFCCE. However, since EFCCE is a simpler solution concept, this begs the question: do learning dynamics for EFCCE that avoid the expensive computation of stationary distributions exist? This paper answers the previous question in the positive. Our learning dynamics only require the orchestration of no-external-regret minimizers, thus showing that EFCCE is more akin to NFCCE than to EFCE from a learning perspective. Our dynamics guarantees that the empirical frequency of play after $T$ iteration is a $O(1/sqrt{T})$-approximate EFCCE with high probability, and an EFCCE almost surely in the limit.
We study the application of iterative first-order methods to the problem of computing equilibria of large-scale two-player extensive-form games. First-order methods must typically be instantiated with a regularizer that serves as a distance-generatin g function for the decision sets of the players. For the case of two-player zero-sum games, the state-of-the-art theoretical convergence rate for Nash equilibrium is achieved by using the dilated entropy function. In this paper, we introduce a new entropy-based distance-generating function for two-player zero-sum games, and show that this function achieves significantly better strong convexity properties than the dilated entropy, while maintaining the same easily-implemented closed-form proximal mapping. Extensive numerical simulations show that these superior theoretical properties translate into better numerical performance as well. We then generalize our new entropy distance function, as well as general dilated distance functions, to the scaled extension operator. The scaled extension operator is a way to recursively construct convex sets, which generalizes the decision polytope of extensive-form games, as well as the convex polytopes corresponding to correlated and team equilibria. By instantiating first-order methods with our regularizers, we develop the first accelerated first-order methods for computing correlated equilibra and ex-ante coordinated team equilibria. Our methods have a guaranteed $1/T$ rate of convergence, along with linear-time proximal updates.
The existence of simple uncoupled no-regret learning dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when al l players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form games generalize normal-form games by modeling both sequential and simultaneous moves, as well as imperfect information. Because of the sequential nature and presence of private information in the game, correlation in extensive-form games possesses significantly different properties than its counterpart in normal-form games, many of which are still open research directions. Extensive-form correlated equilibrium (EFCE) has been proposed as the natural extensive-form counterpart to the classical notion of correlated equilibrium in normal-form games. Compared to the latter, the constraints that define the set of EFCEs are significantly more complex, as the correlation device must keep into account the evolution of beliefs of each player as they make observations throughout the game. Due to that significant added complexity, the existence of uncoupled learning dynamics leading to an EFCE has remained a challenging open research question for a long time. In this article, we settle that question by giving the first uncoupled no-regret dynamics that converge to the set of EFCEs in n-player general-sum extensive-form games with perfect recall. We show that each iterate can be computed in time polynomial in the size of the game tree, and that, when all players play repeatedly according to our learning dynamics, the empirical frequency of play is proven to be a O(T^-0.5)-approximate EFCE with high probability after T game repetitions, and an EFCE almost surely in the limit.
Tree-form sequential decision making (TFSDM) extends classical one-shot decision making by modeling tree-form interactions between an agent and a potentially adversarial environment. It captures the online decision-making problems that each player fa ces in an extensive-form game, as well as Markov decision processes and partially-observable Markov decision processes where the agent conditions on observed history. Over the past decade, there has been considerable effort into designing online optimization methods for TFSDM. Virtually all of that work has been in the full-feedback setting, where the agent has access to counterfactuals, that is, information on what would have happened had the agent chosen a different action at any decision node. Little is known about the bandit setting, where that assumption is reversed (no counterfactual information is available), despite this latter setting being well understood for almost 20 years in one-shot decision making. In this paper, we give the first algorithm for the bandit linear optimization problem for TFSDM that offers both (i) linear-time iterations (in the size of the decision tree) and (ii) $O(sqrt{T})$ cumulative regret in expectation compared to any fixed strategy, at all times $T$. This is made possible by new results that we derive, which may have independent uses as well: 1) geometry of the dilated entropy regularizer, 2) autocorrelation matrix of the natural sampling scheme for sequence-form strategies, 3) construction of an unbiased estimator for linear losses for sequence-form strategies, and 4) a refined regret analysis for mirror descent when using the dilated entropy regularizer.
Regret minimization has proved to be a versatile tool for tree-form sequential decision making and extensive-form games. In large two-player zero-sum imperfect-information games, modern extensions of counterfactual regret minimization (CFR) are curre ntly the practical state of the art for computing a Nash equilibrium. Most regret-minimization algorithms for tree-form sequential decision making, including CFR, require (i) an exact model of the players decision nodes, observation nodes, and how they are linked, and (ii) full knowledge, at all times t, about the payoffs -- even in parts of the decision space that are not encountered at time t. Recently, there has been growing interest towards relaxing some of those restrictions and making regret minimization applicable to settings for which reinforcement learning methods have traditionally been used -- for example, those in which only black-box access to the environment is available. We give the first, to our knowledge, regret-minimization algorithm that guarantees sublinear regret with high probability even when requirement (i) -- and thus also (ii) -- is dropped. We formalize an online learning setting in which the strategy space is not known to the agent and gets revealed incrementally whenever the agent encounters new decision points. We give an efficient algorithm that achieves $O(T^{3/4})$ regret with high probability for that setting, even when the agent faces an adversarial environment. Our experiments show it significantly outperforms the prior algorithms for the problem, which do not have such guarantees. It can be used in any application for which regret minimization is useful: approximating Nash equilibrium or quantal response equilibrium, approximating coarse correlated equilibrium in multi-player games, learning a best response, learning safe opponent exploitation, and online play against an unknown opponent/environment.
We focus on the problem of finding an optimal strategy for a team of two players that faces an opponent in an imperfect-information zero-sum extensive-form game. Team members are not allowed to communicate during play but can coordinate before the ga me. In that setting, it is known that the best the team can do is sample a profile of potentially randomized strategies (one per player) from a joint (a.k.a. correlated) probability distribution at the beginning of the game. In this paper, we first provide new modeling results about computing such an optimal distribution by drawing a connection to a different literature on extensive-form correlation. Second, we provide an algorithm that computes such an optimal distribution by only using profiles where only one of the team members gets to randomize in each profile. We can also cap the number of such profiles we allow in the solution. This begets an anytime algorithm by increasing the cap. We find that often a handful of well-chosen such profiles suffices to reach optimal utility for the team. This enables team members to reach coordination through a relatively simple and understandable plan. Finally, inspired by this observation and leveraging theoretical concepts that we introduce, we develop an efficient column-generation algorithm for finding an optimal distribution for the team. We evaluate it on a suite of common benchmark games. It is three orders of magnitude faster than the prior state of the art on games that the latter can solve and it can also solve several games that were previously unsolvable.
The existence of simple, uncoupled no-regret dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all player s seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form (that is, tree-form) games generalize normal-form games by modeling both sequential and simultaneous moves, as well as private information. Because of the sequential nature and presence of partial information in the game, extensive-form correlation has significantly different properties than the normal-form counterpart, many of which are still open research directions. Extensive-form correlated equilibrium (EFCE) has been proposed as the natural extensive-form counterpart to normal-form correlated equilibrium. However, it was currently unknown whether EFCE emerges as the result of uncoupled agent dynamics. In this paper, we give the first uncoupled no-regret dynamics that converge to the set of EFCEs in $n$-player general-sum extensive-form games with perfect recall. First, we introduce a notion of trigger regret in extensive-form games, which extends that of internal regret in normal-form games. When each player has low trigger regret, the empirical frequency of play is close to an EFCE. Then, we give an efficient no-trigger-regret algorithm. Our algorithm decomposes trigger regret into local subproblems at each decision point for the player, and constructs a global strategy of the player from the local solutions at each decision point.
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