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Prediction is a well-studied machine learning task, and prediction algorithms are core ingredients in online products and services. Despite their centrality in the competition between online companies who offer prediction-based products, the strategic use of prediction algorithms remains unexplored. The goal of this paper is to examine strategic use of prediction algorithms. We introduce a novel game-theoretic setting that is based on the PAC learning framework, where each player (aka a prediction algorithm at competition) seeks to maximize the sum of points for which it produces an accurate prediction and the others do not. We show that algorithms aiming at generalization may wittingly miss-predict some points to perform better than others on expectation. We analyze the empirical game, i.e. the game induced on a given sample, prove that it always possesses a pure Nash equilibrium, and show that every better-response learning process converges. Moreover, our learning-theoretic analysis suggests that players can, with high probability, learn an approximate pure Nash equilibrium for the whole population using a small number of samples.
We present a way to analyze the distribution produced by a Monte Carlo algorithm. We perform these analyses on sever
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We introduce a model of competing agents in a prophet setting, where rewards arrive online, and decisions are made immediately and irrevocably. The rewards are unknown from the outset, but they are drawn from a known probability distribution. In the
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Most online platforms strive to learn from interactions with users, and many engage in exploration: making potentially suboptimal choices for the sake of acquiring new information. We study the interplay between exploration and competition: how such