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Deepanshu Vasal

Publications and source records attributed to Deepanshu Vasal.

27 records · Page 2Linked to original sources

Model-free Reinforcement Learning for Non-stationary Mean Field Games

In this paper, we consider a finite horizon, non-stationary, mean field games (MFG) with a large population of homogeneous players, sequentially making strategic decisions, where each player is affected by other players through an aggregate population state termed as mean field state. Each player has a private type that only it can observe, and a mean field population state representing the empirical distribution of other players' types, which is shared among all of them. Recently, authors in [1] provided a sequential decomposition algorithm to compute mean field equilibrium (MFE) for such games which allows for the computation of equilibrium policies for them in linear time than exponential, as before. In this paper, we extend it for the case when state transitions are not known, to propose a reinforcement learning algorithm based on Expected Sarsa with a policy gradient approach that learns the MFE policy by learning the dynamics of the game simultaneously. We illustrate our results using cyber-physical security example.

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Decentralized multi-agent reinforcement learning with shared actions

In this paper, we propose a novel model-free reinforcement learning algorithm to compute the optimal policies for a multi-agent system with $N$ cooperative agents where each agent privately observes it's own private type and publicly observes each others' actions. The goal is to maximize their collective reward. The problem belongs to the broad class of decentralized control problems with partial information. We use the common agent approach wherein some fictitious common agent picks the best policy based on a belief on the current states of the agents. These beliefs are updated individually for each agent from their current belief and action histories. Belief state updates without the knowledge of system dynamics is a challenge. In this paper, we employ particle filters called the bootstrap filter distributively across agents to update the belief. We provide a model-free reinforcement learning (RL) method for this multi-agent partially observable Markov decision processes using the particle filter and sampled trajectories to estimate the optimal policies for the agents. We showcase our results with the help of a smartgrid application where the users strive to reduce collective cost of power for all the agents in the grid. Finally, we compare the performances for model and model-free implementation of the RL algorithm establishing the effectiveness of particle filter (pf) method.

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Sequential decomposition of discrete memoryless channel with noisy feedback

In this paper, we consider a discrete memoryless point to point channel with noisy feedback, where there is a sender with a private message that she wants to communicate to a receiver by sequentially transmitting symbols over a noisy channel. After each transmission, she receives a noisy feedback of the symbol received by the receiver. The goal is to design transmission control strategy of the sender that minimize the average probability of error. This is an instance of decentralized control of information where the two controllers, the sender and the receiver have no common information. There exist no methodology in the literature that provides a notion of "state" and a dynamic program to find optimal policies for this problem In this paper, we show introduce a notion of state, based on which we provide a sequential decomposition methodology that finds optimum policies within the class of Markov strategies with respect to this state (which need not be globally optimum). This allows to decompose the problem across time and reduce the complexity dependence on time from double exponential to linear in time.

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Markov perfect equilibria in non-stationary mean-field games

In this paper, we consider both finite and infinite horizon discounted dynamic mean-field games where there is a large population of homogeneous players sequentially making strategic decisions and each player is affected by other players through an aggregate population state. Each player has a private type that only she observes. Such games have been studied in the literature under simplifying assumption that population state dynamics are stationary. In this paper, we consider non-stationary population state dynamics and present a novel backward recursive algorithm to compute Markov perfect equilibrium (MPE) that depend on both, a player's private type, and current (dynamic) population state. Using this algorithm, we study a security problem in cyberphysical system where infected nodes put negative externality on the system, and each node makes a decision to get vaccinated. We numerically compute MPE of the game.

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Sequential decomposition of repeated games with asymmetric information and dependent states

We consider a finite horizon repeated game with $N$ selfish players who observe their types privately and take actions, which are publicly observed. Their actions and types jointly determine their instantaneous rewards. In each period, players jointly observe actions of each other with delay 1, and private observations of the state of the system, and get an instantaneous reward which is a function of the state and everyone's actions. The players' types are static and are potentially correlated among players. An appropriate notion of equilibrium for such games is Perfect Bayesian Equilibrium (PBE) which consists of a strategy and a belief profile of the players which is coupled across time and as a result, the complexity of finding such equilibria grows double-exponentially in time. We present a sequential decomposition methodology to compute \emph{structured perfect Bayesian equilibria} (SPBE) of this game, introduced in~\cite{VaAn15arxiv}, where equilibrium policy of a player is a function of a common belief and a private state. This methodology computes SPBE in linear time. In general, the SPBE of the game problem exhibit \textit{signaling} behavior, i.e. players' actions reveal part of their private information that is payoff relevant to other players.

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Incentive design for learning in user-recommendation systems with time-varying states

We consider the problem of how strategic users with asymmetric information can learn an underlying time varying state in a user-recommendation system. Users who observe private signals about the state, sequentially make a decision about buying a product whose value varies with time in an ergodic manner. We formulate the team problem as an instance of decentralized stochastic control problem and characterize its optimal policies. With strategic users, we design incentives such that users reveal their true private signals, so that the gap between the strategic and team objective is small and the overall expected incentive payments are also small.

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Decentralized Bayesian learning in dynamic games: A framework for studying informational cascades

We study the problem of Bayesian learning in a dynamical system involving strategic agents with asymmetric information. In a series of seminal papers in the literature, this problem has been investigated under a simplifying model where myopically selfish players appear sequentially and act once in the game, based on private noisy observations of the system state and public observation of past players' actions. It has been shown that there exist information cascades where users discard their private information and mimic the action of their predecessor. In this paper, we provide a framework for studying Bayesian learning dynamics in a more general setting than the one described above. In particular, our model incorporates cases where players are non-myopic and strategically participate for the whole duration of the game, and cases where an endogenous process selects which subset of players will act at each time instance. The proposed framework hinges on a sequential decomposition methodology for finding structured perfect Bayesian equilibria (PBE) of a general class of dynamic games with asymmetric information, where user-specific states evolve as conditionally independent Markov processes and users make independent noisy observations of their states. Using this methodology, we study a specific dynamic learning model where players make decisions about public investment based on their estimates of everyone's types. We characterize a set of informational cascades for this problem where learning stops for the team as a whole. We show that in such cascades, all players' estimates of other players' types freeze even though each individual player asymptotically learns its own true type.

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A systematic process for evaluating structured perfect Bayesian equilibria in dynamic games with asymmetric information

We consider finite-horizon and infinite-horizon versions of a dynamic game with $N$ selfish players who observe their types privately and take actions that are publicly observed. Players' types evolve as conditionally independent Markov processes, conditioned on their current actions. Their actions and types jointly determine their instantaneous rewards. In dynamic games with asymmetric information, a widely used concept of equilibrium is perfect Bayesian equilibrium (PBE), which consists of a strategy and belief pair that simultaneously satisfy sequential rationality and belief consistency. In general, there does not exist a universal algorithm that decouples the interdependence of strategies and beliefs over time in calculating PBE. In this paper, for the finite-horizon game with independent types we develop a two-step backward-forward recursive algorithm that sequentially decomposes the problem (w.r.t. time) to obtain a subset of PBEs, which we refer to as structured Bayesian perfect equilibria (SPBE). In such equilibria, a player's strategy depends on its history only through a common public belief and its current private type. The backward recursive part of this algorithm defines an equilibrium generating function. Each period in the backward recursion involves solving a fixed-point equation on the space of probability simplexes for every possible belief on types. Using this function, equilibrium strategies and beliefs are generated through a forward recursion. We then extend this methodology to the infinite-horizon model, where we propose a time-invariant single-shot fixed-point equation, which in conjunction with a forward recursive step, generates the SPBE. Sufficient conditions for the existence of SPBE are provided. With our proposed method, we find equilibria that exhibit signaling behavior. This is illustrated with the help of a concrete public goods example.

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Signaling equilibria for dynamic LQG games with asymmetric information

We consider a finite horizon dynamic game with two players who observe their types privately and take actions, which are publicly observed. Players' types evolve as independent, controlled linear Gaussian processes and players incur quadratic instantaneous costs. This forms a dynamic linear quadratic Gaussian (LQG) game with asymmetric information. We show that under certain conditions, players' strategies that are linear in their private types, together with Gaussian beliefs form a perfect Bayesian equilibrium (PBE) of the game. Furthermore, it is shown that this is a signaling equilibrium due to the fact that future beliefs on players' types are affected by the equilibrium strategies. We provide a backward-forward algorithm to find the PBE. Each step of the backward algorithm reduces to solving an algebraic matrix equation for every possible realization of the state estimate covariance matrix. The forward algorithm consists of Kalman filter recursions, where state estimate covariance matrices depend on equilibrium strategies.

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