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Jules Hedges

Publications and source records attributed to Jules Hedges.

33 records · Page 2Linked to original sources

Proceedings of the 2018 Workshop on Compositional Approaches in Physics, NLP, and Social Sciences

The ability to compose parts to form a more complex whole, and to analyze a whole as a combination of elements, is desirable across disciplines. This workshop bring together researchers applying compositional approaches to physics, NLP, cognitive science, and game theory. Within NLP, a long-standing aim is to represent how words can combine to form phrases and sentences. Within the framework of distributional semantics, words are represented as vectors in vector spaces. The categorical model of Coecke et al. [2010], inspired by quantum protocols, has provided a convincing account of compositionality in vector space models of NLP. There is furthermore a history of vector space models in cognitive science. Theories of categorization such as those developed by Nosofsky [1986] and Smith et al. [1988] utilise notions of distance between feature vectors. More recently Gärdenfors [2004, 2014] has developed a model of concepts in which conceptual spaces provide geometric structures, and information is represented by points, vectors and regions in vector spaces. The same compositional approach has been applied to this formalism, giving conceptual spaces theory a richer model of compositionality than previously [Bolt et al., 2018]. Compositional approaches have also been applied in the study of strategic games and Nash equilibria. In contrast to classical game theory, where games are studied monolithically as one global object, compositional game theory works bottom-up by building large and complex games from smaller components. Such an approach is inherently difficult since the interaction between games has to be considered. Research into categorical compositional methods for this field have recently begun [Ghani et al., 2018]. Moreover, the interaction between the three disciplines of cognitive science, linguistics and game theory is a fertile ground for research. Game theory in cognitive science is a well-established area [Camerer, 2011]. Similarly game theoretic approaches have been applied in linguistics [Jäger, 2008]. Lastly, the study of linguistics and cognitive science is intimately intertwined [Smolensky and Legendre, 2006, Jackendoff, 2007]. Physics supplies compositional approaches via vector spaces and categorical quantum theory, allowing the interplay between the three disciplines to be examined.

cs.CL↗

Backward Induction for Repeated Games

We present a method of backward induction for computing approximate subgame perfect Nash equilibria of infinitely repeated games with discounted payoffs. This uses the selection monad transformer, combined with the searchable set monad viewed as a notion of 'topologically compact' nondeterminism, and a simple model of computable real numbers. This is the first application of Escardó and Oliva's theory of higher-order sequential games to games of imperfect information, in which (as well as its mathematical elegance) lazy evaluation does nontrivial work for us compared with a traditional game-theoretic analysis. Since a full theoretical understanding of this method is lacking (and appears to be very hard), we consider this an 'experimental' paper heavily inspired by theoretical ideas. We use the famous Iterated Prisoner's Dilemma as a worked example.

cs.GT↗

The algebra of predicting agents

The category of open games, which provides a strongly compositional foundation of economic game theory, is intermediate between symmetric monoidal and compact closed. More precisely it has counits with no corresponding units, and a partially defined duality. There exist open games with the same types as unit maps, given by agents with the strategic goal of predicting a future value. Such agents appear in earlier work on selection functions. We explore the algebraic properties of these agents via the symmetric monoidal bicategory whose 2-cells are morphisms between open games, and show how the resulting structure approximates a compact closed category with a family of lax commutative bialgebras.

cs.GT↗

Compositional game theory

We introduce open games as a compositional foundation of economic game theory. A compositional approach potentially allows methods of game theory and theoretical computer science to be applied to large-scale economic models for which standard economic tools are not practical. An open game represents a game played relative to an arbitrary environment and to this end we introduce the concept of coutility, which is the utility generated by an open game and returned to its environment. Open games are the morphisms of a symmetric monoidal category and can therefore be composed by categorical composition into sequential move games and by monoidal products into simultaneous move games. Open games can be represented by string diagrams which provide an intuitive but formal visualisation of the information flows. We show that a variety of games can be faithfully represented as open games in the sense of having the same Nash equilibria and off-equilibrium best responses.

cs.GT↗

Morphisms of open games

We define a notion of morphisms between open games, exploiting a surprising connection between lenses in computer science and compositional game theory. This extends the more intuitively obvious definition of globular morphisms as mappings between strategy profiles that preserve best responses, and hence in particular preserve Nash equilibria. We construct a symmetric monoidal double category in which the horizontal 1-cells are open games, vertical 1-morphisms are lenses, and 2-cells are morphisms of open games. States (morphisms out of the monoidal unit) in the vertical category give a flexible solution concept that includes both Nash and subgame perfect equilibria. Products in the vertical category give an external choice operator that is reminiscent of products in game semantics, and is useful in practical examples. We illustrate the above two features with a simple worked example from microeconomics, the market entry game.

cs.GT↗

Coherence for lenses and open games

Categories of polymorphic lenses in computer science, and of open games in compositional game theory, have a curious structure that is reminiscent of compact closed categories, but differs in some crucial ways. Specifically they have a family of morphisms that behave like the counits of a compact closed category, but have no corresponding units; and they have a `partial' duality that behaves like transposition in a compact closed category when it is defined. We axiomatise this structure, which we refer to as a `teleological category'. We precisely define a diagrammatic language suitable for these categories, and prove a coherence theorem for them. This underpins the use of diagrammatic reasoning in compositional game theory, which has previously been used only informally.

math.CT↗

A Generalised Quantifier Theory of Natural Language in Categorical Compositional Distributional Semantics with Bialgebras

Categorical compositional distributional semantics is a model of natural language; it combines the statistical vector space models of words with the compositional models of grammar. We formalise in this model the generalised quantifier theory of natural language, due to Barwise and Cooper. The underlying setting is a compact closed category with bialgebras. We start from a generative grammar formalisation and develop an abstract categorical compositional semantics for it, then instantiate the abstract setting to sets and relations and to finite dimensional vector spaces and linear maps. We prove the equivalence of the relational instantiation to the truth theoretic semantics of generalised quantifiers. The vector space instantiation formalises the statistical usages of words and enables us to, for the first time, reason about quantified phrases and sentences compositionally in distributional semantics.

cs.CL↗

Compositionality and String Diagrams for Game Theory

We introduce string diagrams as a formal mathematical, graphical language to represent, compose, program and reason about games. The language is well established in quantum physics, quantum computing and quantum linguistic with the semantics given by category theory. We apply this language to the game theoretical setting and show examples how to use it for some economic games where we highlight the compositional nature of our higher-order game theory.

cs.GT↗

Higher-Order Game Theory

In applied game theory the motivation of players is a key element. It is encoded in the payoffs of the game form and often based on utility functions. But there are cases were formal descriptions in the form of a utility function do not exist. In this paper we introduce a representation of games where players' goals are modeled based on so-called higher-order functions. Our representation provides a general and powerful way to mathematically summarize players' intentions. In our framework utility functions as well as preference relations are special cases to describe players' goals. We show that in higher-order functions formal descriptions of players may still exist where utility functions do not using a classical example, a variant of Keynes' beauty contest. We also show that equilibrium conditions based on Nash can be easily adapted to our framework. Lastly, this framework serves as a stepping stone to powerful tools from computer science that can be usefully applied to economic game theory in the future such as computational and computability aspects.

cs.GT↗

Higher-Order Decision Theory

Classical decision theory models behaviour in terms of utility maximisation where utilities represent rational preference relations over outcomes. However, empirical evidence and theoretical considerations suggest that we need to go beyond this framework. We propose to represent goals by higher-order functions or operators that take other functions as arguments where the max and argmax operators are special cases. Our higher-order functions take a context function as their argument where a context represents a process from actions to outcomes. By that we can define goals being dependent on the actions and the process in addition to outcomes only. This formulation generalises outcome based preferences to context-dependent goals. We show how to uniformly represent within our higher-order framework classical utility maximisation but also various other extensions that have been debated in economics.

cs.GT↗

The selection monad as a CPS transformation

A computation in the continuation monad returns a final result given a continuation, ie. it is a function with type $(X \to R) \to R$. If we instead return the intermediate result at $X$ then our computation is called a selection function. Selection functions appear in diverse areas of mathematics and computer science (especially game theory, proof theory and topology) but the existing literature does not heavily emphasise the fact that the selection monad is a CPS translation. In particular it has so far gone unnoticed that the selection monad has a call/cc-like operator with interesting similarities and differences to the usual call/cc, which we explore experimentally using Haskell. Selection functions can be used whenever we find the intermediate result more interesting than the final result. For example a SAT solver computes an assignment to a boolean function, and then its continuation decides whether it is a satisfying assignment, and we find the assignment itself more interesting than the fact that it is or is not satisfying. In game theory we find the move chosen by a player more interesting than the outcome that results from that move. The author and collaborators are developing a theory of games in which selection functions are viewed as generalised notions of rationality, used to model players. By realising that strategic contexts in game theory are examples of continuations we can see that classical game theory narrowly misses being in CPS, and that a small change of viewpoint yields a theory of games that is better behaved, and especially more compositional.

cs.PL↗

String diagrams for game theory

This paper presents a monoidal category whose morphisms are games (in the sense of game theory, not game semantics) and an associated diagrammatic language. The two basic operations of a monoidal category, namely categorical composition and tensor product, correspond roughly to sequential and simultaneous composition of games. This leads to a compositional theory in which we can reason about properties of games in terms of corresponding properties of the component parts. In particular, we give a definition of Nash equilibrium which is recursive on the causal structure of the game. The key technical idea in this paper is the use of continuation passing style for reasoning about the future consequences of players' choices, closely based on applications of selection functions in game theory. Additionally, the clean categorical foundation gives many opportunities for generalisation, for example to learning agents.

cs.GT↗

Dialectica models of additive-free linear logic

This paper presents a construction which transforms categorical models of additive-free propositional linear logic, closely based on de Paiva's dialectica categories and Oliva's functional interpretations of classical linear logic. The construction is defined using dependent type theory, which proves to be a useful tool for reasoning about dialectica categories. Abstractly, we have a closure operator on the class of models: it preserves soundness and completeness and has a monad-like structure. When applied to categories of games we obtain `games with bidding', which are hybrids of dialectica and game models, and we prove completeness theorems for two specific such models.

cs.LO↗

A Higher-order Framework for Decision Problems and Games

We introduce a new unified framework for modelling both decision problems and finite games based on quantifiers and selection functions. We show that the canonical utility maximisation is one special case of a quantifier and that our more abstract framework provides several additional degrees of freedom in modelling. In particular, incomplete preferences, non-maximising heuristics, and context-dependent motives can be taken into account when describing an agent's goal. We introduce a suitable generalisation of Nash equilibrium for games in terms of quantifiers and selection functions. Moreover, we introduce a refinement of Nash that captures context-dependency of goals. Modelling in our framework is compositional as the parts of the game are modular and can be easily exchanged. We provide an extended example where we illustrate concepts and highlight the benefits of our alternative modelling approach.

cs.LO↗

Monad Transformers for Backtracking Search

This paper extends Escardo and Oliva's selection monad to the selection monad transformer, a general monadic framework for expressing backtracking search algorithms in Haskell. The use of the closely related continuation monad transformer for similar purposes is also discussed, including an implementation of a DPLL-like SAT solver with no explicit recursion. Continuing a line of work exploring connections between selection functions and game theory, we use the selection monad transformer with the nondeterminism monad to obtain an intuitive notion of backward induction for a certain class of nondeterministic games.

cs.PL↗