Searcharxiv⌕ Search

arXiv subjects

Ian Gemp

Publications and source records attributed to Ian Gemp.

43 records · Page 3Linked to original sources

Social diversity and social preferences in mixed-motive reinforcement learning

Recent research on reinforcement learning in pure-conflict and pure-common interest games has emphasized the importance of population heterogeneity. In contrast, studies of reinforcement learning in mixed-motive games have primarily leveraged homogeneous approaches. Given the defining characteristic of mixed-motive games--the imperfect correlation of incentives between group members--we study the effect of population heterogeneity on mixed-motive reinforcement learning. We draw on interdependence theory from social psychology and imbue reinforcement learning agents with Social Value Orientation (SVO), a flexible formalization of preferences over group outcome distributions. We subsequently explore the effects of diversity in SVO on populations of reinforcement learning agents in two mixed-motive Markov games. We demonstrate that heterogeneity in SVO generates meaningful and complex behavioral variation among agents similar to that suggested by interdependence theory. Empirical results in these mixed-motive dilemmas suggest agents trained in heterogeneous populations develop particularly generalized, high-performing policies relative to those trained in homogeneous populations.

cs.MA↗

Global Convergence to the Equilibrium of GANs using Variational Inequalities

In optimization, the negative gradient of a function denotes the direction of steepest descent. Furthermore, traveling in any direction orthogonal to the gradient maintains the value of the function. In this work, we show that these orthogonal directions that are ignored by gradient descent can be critical in equilibrium problems. Equilibrium problems have drawn heightened attention in machine learning due to the emergence of the Generative Adversarial Network (GAN). We use the framework of Variational Inequalities to analyze popular training algorithms for a fundamental GAN variant: the Wasserstein Linear-Quadratic GAN. We show that the steepest descent direction causes divergence from the equilibrium, and convergence to the equilibrium is achieved through following a particular orthogonal direction. We call this successful technique Crossing-the-Curl, named for its mathematical derivation as well as its intuition: identify the game's axis of rotation and move "across" space in the direction towards smaller "curling".

cs.LG↗

Online Monotone Games

Algorithmic game theory (AGT) focuses on the design and analysis of algorithms for interacting agents, with interactions rigorously formalized within the framework of games. Results from AGT find applications in domains such as online bidding auctions for web advertisements and network routing protocols. Monotone games are games where agent strategies naturally converge to an equilibrium state. Previous results in AGT have been obtained for convex, socially-convex, or smooth games, but not monotone games. Our primary theoretical contributions are defining the monotone game setting and its extension to the online setting, a new notion of regret for this setting, and accompanying algorithms that achieve sub-linear regret. We demonstrate the utility of online monotone game theory on a variety of problem domains including variational inequalities, reinforcement learning, and generative adversarial networks.

cs.GT↗

Inverting Variational Autoencoders for Improved Generative Accuracy

Recent advances in semi-supervised learning with deep generative models have shown promise in generalizing from small labeled datasets ($\mathbf{x},\mathbf{y}$) to large unlabeled ones ($\mathbf{x}$). In the case where the codomain has known structure, a large unfeatured dataset ($\mathbf{y}$) is potentially available. We develop a parameter-efficient, deep semi-supervised generative model for the purpose of exploiting this untapped data source. Empirical results show improved performance in disentangling latent variable semantics as well as improved discriminative prediction on Martian spectroscopic and handwritten digit domains.

cs.LG↗

Generative Multi-Adversarial Networks

Generative adversarial networks (GANs) are a framework for producing a generative model by way of a two-player minimax game. In this paper, we propose the \emph{Generative Multi-Adversarial Network} (GMAN), a framework that extends GANs to multiple discriminators. In previous work, the successful training of GANs requires modifying the minimax objective to accelerate training early on. In contrast, GMAN can be reliably trained with the original, untampered objective. We explore a number of design perspectives with the discriminator role ranging from formidable adversary to forgiving teacher. Image generation tasks comparing the proposed framework to standard GANs demonstrate GMAN produces higher quality samples in a fraction of the iterations when measured by a pairwise GAM-type metric.

cs.LG↗

Online Monotone Optimization

This paper presents a new framework for analyzing and designing no-regret algorithms for dynamic (possibly adversarial) systems. The proposed framework generalizes the popular online convex optimization framework and extends it to its natural limit allowing it to capture a notion of regret that is intuitive for more general problems such as those encountered in game theory and variational inequalities. The framework hinges on a special choice of a system-wide loss function we have developed. Using this framework, we prove that a simple update scheme provides a no-regret algorithm for monotone systems. While previous results in game theory prove individual agents can enjoy unilateral no-regret guarantees, our result proves monotonicity sufficient for guaranteeing no-regret when considering the adjustments of multiple agent strategies in parallel. Furthermore, to our knowledge, this is the first framework to provide a suitable notion of regret for variational inequalities. Most importantly, our proposed framework ensures monotonicity a sufficient condition for employing multiple online learners safely in parallel.

cs.LG↗

Proximal Reinforcement Learning: A New Theory of Sequential Decision Making in Primal-Dual Spaces

In this paper, we set forth a new vision of reinforcement learning developed by us over the past few years, one that yields mathematically rigorous solutions to longstanding important questions that have remained unresolved: (i) how to design reliable, convergent, and robust reinforcement learning algorithms (ii) how to guarantee that reinforcement learning satisfies pre-specified "safety" guarantees, and remains in a stable region of the parameter space (iii) how to design "off-policy" temporal difference learning algorithms in a reliable and stable manner, and finally (iv) how to integrate the study of reinforcement learning into the rich theory of stochastic optimization. In this paper, we provide detailed answers to all these questions using the powerful framework of proximal operators. The key idea that emerges is the use of primal dual spaces connected through the use of a Legendre transform. This allows temporal difference updates to occur in dual spaces, allowing a variety of important technical advantages. The Legendre transform elegantly generalizes past algorithms for solving reinforcement learning problems, such as natural gradient methods, which we show relate closely to the previously unconnected framework of mirror descent methods. Equally importantly, proximal operator theory enables the systematic development of operator splitting methods that show how to safely and reliably decompose complex products of gradients that occur in recent variants of gradient-based temporal difference learning. This key technical innovation makes it possible to finally design "true" stochastic gradient methods for reinforcement learning. Finally, Legendre transforms enable a variety of other benefits, including modeling sparsity and domain geometry. Our work builds extensively on recent work on the convergence of saddle-point algorithms, and on the theory of monotone operators.

cs.LG↗