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Georgios Piliouras

Publications and source records attributed to Georgios Piliouras.

At least 127 records · Page 7Linked to original sources

Multiagent Evaluation under Incomplete Information

This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called α-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or α-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.

cs.MA↗

The route to chaos in routing games: When is Price of Anarchy too optimistic?

Routing games are amongst the most studied classes of games. Their two most well-known properties are that learning dynamics converge to equilibria and that all equilibria are approximately optimal. In this work, we perform a stress test for these classic results by studying the ubiquitous dynamics, Multiplicative Weights Update, in different classes of congestion games, uncovering intricate non-equilibrium phenomena. As the system demand increases, the learning dynamics go through period-doubling bifurcations, leading to instabilities, chaos and large inefficiencies even in the simplest case of non-atomic routing games with two paths of linear cost where the Price of Anarchy is equal to one. Starting with this simple class, we show that every system has a carrying capacity, above which it becomes unstable. If the equilibrium flow is a symmetric $50-50\%$ split, the system exhibits one period-doubling bifurcation. A single periodic attractor of period two replaces the attracting fixed point. Although the Price of Anarchy is equal to one, in the large population limit the time-average social cost for all but a zero measure set of initial conditions converges to its worst possible value. For asymmetric equilibrium flows, increasing the demand eventually forces the system into Li-Yorke chaos with positive topological entropy and periodic orbits of all possible periods. Remarkably, in all non-equilibrating regimes, the time-average flows on the paths converge exactly to the equilibrium flows, a property akin to no-regret learning in zero-sum games. These results are robust. We extend them to routing games with arbitrarily many strategies, polynomial cost functions, non-atomic as well as atomic routing games and heteregenous users. Our results are also applicable to any sequence of shrinking learning rates, e.g., $1/\sqrt{T}$, by allowing for a dynamically increasing population size.

cs.GT↗

Efficiently avoiding saddle points with zero order methods: No gradients required

We consider the case of derivative-free algorithms for non-convex optimization, also known as zero order algorithms, that use only function evaluations rather than gradients. For a wide variety of gradient approximators based on finite differences, we establish asymptotic convergence to second order stationary points using a carefully tailored application of the Stable Manifold Theorem. Regarding efficiency, we introduce a noisy zero-order method that converges to second order stationary points, i.e avoids saddle points. Our algorithm uses only $\tilde{\mathcal{O}}(1 / ε^2)$ approximate gradient calculations and, thus, it matches the converge rate guarantees of their exact gradient counterparts up to constants. In contrast to previous work, our convergence rate analysis avoids imposing additional dimension dependent slowdowns in the number of iterations required for non-convex zero order optimization.

math.OC↗

Poincaré Recurrence, Cycles and Spurious Equilibria in Gradient-Descent-Ascent for Non-Convex Non-Concave Zero-Sum Games

We study a wide class of non-convex non-concave min-max games that generalizes over standard bilinear zero-sum games. In this class, players control the inputs of a smooth function whose output is being applied to a bilinear zero-sum game. This class of games is motivated by the indirect nature of the competition in Generative Adversarial Networks, where players control the parameters of a neural network while the actual competition happens between the distributions that the generator and discriminator capture. We establish theoretically, that depending on the specific instance of the problem gradient-descent-ascent dynamics can exhibit a variety of behaviors antithetical to convergence to the game theoretically meaningful min-max solution. Specifically, different forms of recurrent behavior (including periodicity and Poincaré recurrence) are possible as well as convergence to spurious (non-min-max) equilibria for a positive measure of initial conditions. At the technical level, our analysis combines tools from optimization theory, game theory and dynamical systems.

math.OC↗

$α$-Rank: Multi-Agent Evaluation by Evolution

We introduce $α$-Rank, a principled evolutionary dynamics methodology for the evaluation and ranking of agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept called Markov-Conley chains (MCCs). The approach leverages continuous- and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, the type of interactions, and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium). $α$-Rank provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics. This is a consequence of the links we establish to the MCC solution concept when the underlying evolutionary model's ranking-intensity parameter, $α$, is chosen to be large, which exactly forms the basis of $α$-Rank. In contrast to the Nash equilibrium, which is a static concept based on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conley's Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. $α$-Rank runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce proofs that not only provide a unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of the $α$-Rank methodology. We empirically validate the method in several domains including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.

cs.MA↗

From Darwin to Poincaré and von Neumann: Recurrence and Cycles in Evolutionary and Algorithmic Game Theory

Replicator dynamics, the continuous-time analogue of Multiplicative Weights Updates, is the main dynamic in evolutionary game theory. In simple evolutionary zero-sum games, such as Rock-Paper-Scissors, replicator dynamic is periodic \cite{zeeman1980population}, however, its behavior in higher dimensions is not well understood. We provide a complete characterization of its behavior in zero-sum evolutionary games. We prove that, if and only if, the system has an interior Nash equilibrium, the dynamics exhibit Poincaré recurrence, i.e., almost all orbits come arbitrary close to their initial conditions infinitely often. If no interior equilibria exist, then all interior initial conditions converge to the boundary. Specifically, the strategies that are not in the support of any equilibrium vanish in the limit of all orbits. All recurrence results furthermore extend to a class of games that generalize both graphical polymatrix games as well as evolutionary games, establishing a unifying link between evolutionary and algorithmic game theory. We show that two degrees of freedom, as in Rock-Paper-Scissors, is sufficient to prove periodicity.

cs.GT↗

Finite Regret and Cycles with Fixed Step-Size via Alternating Gradient Descent-Ascent

Gradient descent is arguably one of the most popular online optimization methods with a wide array of applications. However, the standard implementation where agents simultaneously update their strategies yields several undesirable properties; strategies diverge away from equilibrium and regret grows over time. In this paper, we eliminate these negative properties by introducing a different implementation to obtain finite regret via arbitrary fixed step-size. We obtain this surprising property by having agents take turns when updating their strategies. In this setting, we show that an agent that uses gradient descent obtains bounded regret -- regardless of how their opponent updates their strategies. Furthermore, we show that in adversarial settings that agents' strategies are bounded and cycle when both are using the alternating gradient descent algorithm.

cs.GT↗

Vortices Instead of Equilibria in MinMax Optimization: Chaos and Butterfly Effects of Online Learning in Zero-Sum Games

We establish that algorithmic experiments in zero-sum games "fail miserably" to confirm the unique, sharp prediction of maxmin equilibration. Contradicting nearly a century of economic thought that treats zero-sum games nearly axiomatically as the exemplar symbol of economic stability, we prove that no meaningful prediction can be made about the day-to-day behavior of online learning dynamics in zero-sum games. Concretely, Multiplicative Weights Updates (MWU) with constant step-size is Lyapunov chaotic in the dual (payoff) space. Simply put, let's assume that an observer asks the agents playing Matching-Pennies whether they prefer Heads or Tails (and by how much in terms of aggregate payoff so far). The range of possible answers consistent with any arbitrary small set of initial conditions blows up exponentially with time everywhere in the payoff space. This result is robust both algorithmically as well as game theoretically: 1) Algorithmic robustness: Chaos is robust to agents using any of a general sub-family of Follow-the-Regularized-Leader (FTRL) algorithms, the well known regret-minimizing dynamics, even when agents mix-and-match dynamics, use different or slowly decreasing step-sizes. 2) Game theoretic robustness: Chaos is robust to all affine variants of zero-sum games (strictly competitive games), network variants with arbitrary large number of agents and even to competitive settings beyond these. Our result is in stark contrast with the time-average convergence of online learning to (approximate) Nash equilibrium, a result widely reported as "(weak) convergence to equilibrium".

cs.GT↗

Fast and Furious Learning in Zero-Sum Games: Vanishing Regret with Non-Vanishing Step Sizes

We show for the first time, to our knowledge, that it is possible to reconcile in online learning in zero-sum games two seemingly contradictory objectives: vanishing time-average regret and non-vanishing step sizes. This phenomenon, that we coin ``fast and furious" learning in games, sets a new benchmark about what is possible both in max-min optimization as well as in multi-agent systems. Our analysis does not depend on introducing a carefully tailored dynamic. Instead we focus on the most well studied online dynamic, gradient descent. Similarly, we focus on the simplest textbook class of games, two-agent two-strategy zero-sum games, such as Matching Pennies. Even for this simplest of benchmarks the best known bound for total regret, prior to our work, was the trivial one of $O(T)$, which is immediately applicable even to a non-learning agent. Based on a tight understanding of the geometry of the non-equilibrating trajectories in the dual space we prove a regret bound of $Θ(\sqrt{T})$ matching the well known optimal bound for adaptive step sizes in the online setting. This guarantee holds for all fixed step-sizes without having to know the time horizon in advance and adapt the fixed step-size accordingly. As a corollary, we establish that even with fixed learning rates the time-average of mixed strategies, utilities converge to their exact Nash equilibrium values.

cs.GT↗

Rethinking Blockchain Security: Position Paper

Blockchain technology has become almost as famous for incidents involving security breaches as for its innovative potential. We shed light on the prevalence and nature of these incidents through a database structured using the STIX format. Apart from OPSEC-related incidents, we find that the nature of many incidents is specific to blockchain technology. Two categories stand out: smart contracts, and techno-economic protocol incentives. For smart contracts, we propose to use recent advances in software testing to find flaws before deployment. For protocols, we propose the PRESTO framework that allows us to compare different protocols within a five-dimensional framework.

cs.CR↗

Multi-Agent Learning in Network Zero-Sum Games is a Hamiltonian System

Zero-sum games are natural, if informal, analogues of closed physical systems where no energy/utility can enter or exit. This analogy can be extended even further if we consider zero-sum network (polymatrix) games where multiple agents interact in a closed economy. Typically, (network) zero-sum games are studied from the perspective of Nash equilibria. Nevertheless, this comes in contrast with the way we typically think about closed physical systems, e.g., Earth-moon systems which move perpetually along recurrent trajectories of constant energy. We establish a formal and robust connection between multi-agent systems and Hamiltonian dynamics -- the same dynamics that describe conservative systems in physics. Specifically, we show that no matter the size, or network structure of such closed economies, even if agents use different online learning dynamics from the standard class of Follow-the-Regularized-Leader, they yield Hamiltonian dynamics. This approach generalizes the known connection to Hamiltonians for the special case of replicator dynamics in two agent zero-sum games developed by Hofbauer. Moreover, our results extend beyond zero-sum settings and provide a type of a Rosetta stone (see e.g. Table 1) that helps to translate results and techniques between online optimization, convex analysis, games theory, and physics.

cs.GT↗

The Unusual Effectiveness of Averaging in GAN Training

We examine two different techniques for parameter averaging in GAN training. Moving Average (MA) computes the time-average of parameters, whereas Exponential Moving Average (EMA) computes an exponentially discounted sum. Whilst MA is known to lead to convergence in bilinear settings, we provide the -- to our knowledge -- first theoretical arguments in support of EMA. We show that EMA converges to limit cycles around the equilibrium with vanishing amplitude as the discount parameter approaches one for simple bilinear games and also enhances the stability of general GAN training. We establish experimentally that both techniques are strikingly effective in the non-convex-concave GAN setting as well. Both improve inception and FID scores on different architectures and for different GAN objectives. We provide comprehensive experimental results across a range of datasets -- mixture of Gaussians, CIFAR-10, STL-10, CelebA and ImageNet -- to demonstrate its effectiveness. We achieve state-of-the-art results on CIFAR-10 and produce clean CelebA face images.\footnote{~The code is available at \url{https://github.com/yasinyazici/EMA_GAN}}

stat.ML↗

Short-distance commuters in the smart city

This study models and examines commuter's preferences for short-distance transportation modes, namely: walking, taking a bus or riding a metro. It is used a unique dataset from a large-scale field experiment in Singapore that provides rich information about tens of thousands of commuters' behavior. In contrast to the standard approach, this work does not relay on survey data. Conversely, the chosen transportation modes are identified by processing raw data (latitude, longitude, timestamp). The approach of this work exploits the information generated by the smart transportation system in the city that make suitable the task of obtaining granular and nearly real-time data. Novel algorithms are proposed with the intention to generate proxies for walkability and public transport attributes. The empirical results of the case study suggest that commuters do no differentiate between public transport choices (bus and metro), therefore possible nested structures for the public transport modes are rejected.

physics.soc-ph↗

Venn GAN: Discovering Commonalities and Particularities of Multiple Distributions

We propose a GAN design which models multiple distributions effectively and discovers their commonalities and particularities. Each data distribution is modeled with a mixture of $K$ generator distributions. As the generators are partially shared between the modeling of different true data distributions, shared ones captures the commonality of the distributions, while non-shared ones capture unique aspects of them. We show the effectiveness of our method on various datasets (MNIST, Fashion MNIST, CIFAR-10, Omniglot, CelebA) with compelling results.

cs.LG↗

Optimistic mirror descent in saddle-point problems: Going the extra (gradient) mile

Owing to their connection with generative adversarial networks (GANs), saddle-point problems have recently attracted considerable interest in machine learning and beyond. By necessity, most theoretical guarantees revolve around convex-concave (or even linear) problems; however, making theoretical inroads towards efficient GAN training depends crucially on moving beyond this classic framework. To make piecemeal progress along these lines, we analyze the behavior of mirror descent (MD) in a class of non-monotone problems whose solutions coincide with those of a naturally associated variational inequality - a property which we call coherence. We first show that ordinary, "vanilla" MD converges under a strict version of this condition, but not otherwise; in particular, it may fail to converge even in bilinear models with a unique solution. We then show that this deficiency is mitigated by optimism: by taking an "extra-gradient" step, optimistic mirror descent (OMD) converges in all coherent problems. Our analysis generalizes and extends the results of Daskalakis et al. (2018) for optimistic gradient descent (OGD) in bilinear problems, and makes concrete headway for establishing convergence beyond convex-concave games. We also provide stochastic analogues of these results, and we validate our analysis by numerical experiments in a wide array of GAN models (including Gaussian mixture models, as well as the CelebA and CIFAR-10 datasets).

cs.LG↗

Family of chaotic maps from game theory

From a two-agent, two-strategy congestion game where both agents apply the multiplicative weights update algorithm, we obtain a two-parameter family of maps of the unit square to itself. Interesting dynamics arise on the invariant diagonal, on which a two-parameter family of bimodal interval maps exhibits periodic orbits and chaos. While the fixed point $b$ corresponding to a Nash equilibrium of such map $f$ is usually repelling, it is globally Cesaro attracting on the diagonal, that is, \[ \lim_{n\to\infty}\frac1n\sum_{k=0}^{n-1}f^k(x)=b \] for every $x$ in the minimal invariant interval. This solves a known open question whether there exists a nontrivial smooth map other than $x\mapsto axe^{-x}$ with centers of mass of all periodic orbits coinciding. We also study the dependence of the dynamics on the two parameters.

math.DS↗

Wealth Inequality and the Price of Anarchy

Price of anarchy quantifies the degradation of social welfare in games due to the lack of a centralized authority that can enforce the optimal outcome. At its antipodes, mechanism design studies how to ameliorate these effects by incentivizing socially desirable behavior and implementing the optimal state as equilibrium. In practice, the responsiveness to such measures depends on the wealth of each individual. This leads to a natural, but largely unexplored, question. Does optimal mechanism design entrench, or maybe even exacerbate, social inequality? We study this question in nonatomic congestion games, arguably one of the most thoroughly studied settings from the perspectives of price of anarchy as well as mechanism design. We introduce a new model that incorporates the wealth distribution of the population and captures the income elasticity of travel time. This allows us to argue about the equality of wealth distribution both before and after employing a mechanism. We start our analysis by establishing a broad qualitative result, showing that tolls always increase inequality in symmetric congestion games under any reasonable metric of inequality, e.g., the Gini index. Next, we introduce the iniquity index, a novel measure for quantifying the magnitude of these forces towards a more unbalanced wealth distribution and show it has good normative properties (robustness to scaling of income, no-regret learning). We analyze iniquity both in theoretical settings (Pigou's network under various wealth distributions) as well as experimental ones (based on a large scale field experiment in Singapore). Finally, we provide an algorithm for computing optimal tolls for any point of the trade-off of relative importance of efficiency and equality. We conclude with a discussion of our findings in the context of theories of justice as developed in contemporary social sciences.

cs.GT↗

Learning Dynamics and the Co-Evolution of Competing Sexual Species

We analyze a stylized model of co-evolution between any two purely competing species (e.g., host and parasite), both sexually reproducing. Similarly to a recent model of Livnat \etal~\cite{evolfocs14} the fitness of an individual depends on whether the truth assignments on $n$ variables that reproduce through recombination satisfy a particular Boolean function. Whereas in the original model a satisfying assignment always confers a small evolutionary advantage, in our model the two species are in an evolutionary race with the parasite enjoying the advantage if the value of its Boolean function matches its host, and the host wishing to mismatch its parasite. Surprisingly, this model makes a simple and robust behavioral prediction. The typical system behavior is \textit{periodic}. These cycles stay bounded away from the boundary and thus, \textit{learning-dynamics competition between sexual species can provide an explanation for genetic diversity.} This explanation is due solely to the natural selection process. No mutations, environmental changes, etc., need be invoked. The game played at the gene level may have many Nash equilibria with widely diverse fitness levels. Nevertheless, sexual evolution leads to gene coordination that implements an optimal strategy, i.e., an optimal population mixture, at the species level. Namely, the play of the many "selfish genes" implements a time-averaged correlated equilibrium where the average fitness of each species is exactly equal to its value in the two species zero-sum competition. Our analysis combines tools from game theory, dynamical systems and Boolean functions to establish a novel class of conservative dynamical systems.

cs.GT↗