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Rahul Savani

Publications and source records attributed to Rahul Savani.

At least 55 records · Page 3Linked to original sources

End of Potential Line

We introduce the problem EndOfPotentialLine and the corresponding complexity class EOPL of all problems that can be reduced to it in polynomial time. This class captures problems that admit a single combinatorial proof of their joint membership in the complexity classes PPAD of fixpoint problems and PLS of local search problems. EOPL is a combinatorially-defined alternative to the class CLS (for Continuous Local Search), which was introduced in with the goal of capturing the complexity of some well-known problems in PPAD $\cap$ PLS that have resisted, in some cases for decades, attempts to put them in polynomial time. Two of these are Contraction, the problem of finding a fixpoint of a contraction map, and P-LCP, the problem of solving a P-matrix Linear Complementarity Problem. We show that EndOfPotentialLine is in CLS via a two-way reduction to EndOfMeteredLine. The latter was defined in to show query and cryptographic lower bounds for CLS. Our two main results are to show that both PL-Contraction (Piecewise-Linear Contraction) and P-LCP are in EOPL. Our reductions imply that the promise versions of PL-Contraction and P-LCP are in the promise class UniqueEOPL, which corresponds to the case of a single potential line. This also shows that simple-stochastic, discounted, mean-payoff, and parity games are in EOPL. Using the insights from our reduction for PL-Contraction, we obtain the first polynomial-time algorithms for finding fixed points of contraction maps in fixed dimension for any $\ell_p$ norm, where previously such algorithms were only known for the $\ell_2$ and $\ell_\infty$ norms. Our reduction from P-LCP to EndOfPotentialLine allows a technique of Aldous to be applied, which in turn gives the fastest-known randomized algorithm for the P-LCP.

cs.CC↗

Market Making via Reinforcement Learning

Market making is a fundamental trading problem in which an agent provides liquidity by continually offering to buy and sell a security. The problem is challenging due to inventory risk, the risk of accumulating an unfavourable position and ultimately losing money. In this paper, we develop a high-fidelity simulation of limit order book markets, and use it to design a market making agent using temporal-difference reinforcement learning. We use a linear combination of tile codings as a value function approximator, and design a custom reward function that controls inventory risk. We demonstrate the effectiveness of our approach by showing that our agent outperforms both simple benchmark strategies and a recent online learning approach from the literature.

cs.AI↗

Lenient Multi-Agent Deep Reinforcement Learning

Much of the success of single agent deep reinforcement learning (DRL) in recent years can be attributed to the use of experience replay memories (ERM), which allow Deep Q-Networks (DQNs) to be trained efficiently through sampling stored state transitions. However, care is required when using ERMs for multi-agent deep reinforcement learning (MA-DRL), as stored transitions can become outdated because agents update their policies in parallel [11]. In this work we apply leniency [23] to MA-DRL. Lenient agents map state-action pairs to decaying temperature values that control the amount of leniency applied towards negative policy updates that are sampled from the ERM. This introduces optimism in the value-function update, and has been shown to facilitate cooperation in tabular fully-cooperative multi-agent reinforcement learning problems. We evaluate our Lenient-DQN (LDQN) empirically against the related Hysteretic-DQN (HDQN) algorithm [22] as well as a modified version we call scheduled-HDQN, that uses average reward learning near terminal states. Evaluations take place in extended variations of the Coordinated Multi-Agent Object Transportation Problem (CMOTP) [8] which include fully-cooperative sub-tasks and stochastic rewards. We find that LDQN agents are more likely to converge to the optimal policy in a stochastic reward CMOTP compared to standard and scheduled-HDQN agents.

cs.MA↗

Symmetric Decomposition of Asymmetric Games

We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.

cs.GT↗

GANGs: Generative Adversarial Network Games

Generative Adversarial Networks (GAN) have become one of the most successful frameworks for unsupervised generative modeling. As GANs are difficult to train much research has focused on this. However, very little of this research has directly exploited game-theoretic techniques. We introduce Generative Adversarial Network Games (GANGs), which explicitly model a finite zero-sum game between a generator ($G$) and classifier ($C$) that use mixed strategies. The size of these games precludes exact solution methods, therefore we define resource-bounded best responses (RBBRs), and a resource-bounded Nash Equilibrium (RB-NE) as a pair of mixed strategies such that neither $G$ or $C$ can find a better RBBR. The RB-NE solution concept is richer than the notion of `local Nash equilibria' in that it captures not only failures of escaping local optima of gradient descent, but applies to any approximate best response computations, including methods with random restarts. To validate our approach, we solve GANGs with the Parallel Nash Memory algorithm, which provably monotonically converges to an RB-NE. We compare our results to standard GAN setups, and demonstrate that our method deals well with typical GAN problems such as mode collapse, partial mode coverage and forgetting.

stat.ML↗

Computing Constrained Approximate Equilibria in Polymatrix Games

This paper is about computing constrained approximate Nash equilibria in polymatrix games, which are succinctly represented many-player games defined by an interaction graph between the players. In a recent breakthrough, Rubinstein showed that there exists a small constant $ε$, such that it is PPAD-complete to find an (unconstrained) $ε$-Nash equilibrium of a polymatrix game. In the first part of the paper, we show that is NP-hard to decide if a polymatrix game has a constrained approximate equilibrium for 9 natural constraints and any non-trivial approximation guarantee. These results hold even for planar bipartite polymatrix games with degree 3 and at most 7 strategies per player, and all non-trivial approximation guarantees. These results stand in contrast to similar results for bimatrix games, which obviously need a non-constant number of actions, and which rely on stronger complexity-theoretic conjectures such as the exponential time hypothesis. In the second part, we provide a deterministic QPTAS for interaction graphs with bounded treewidth and with logarithmically many actions per player that can compute constrained approximate equilibria for a wide family of constraints that cover many of the constraints dealt with in the first part.

cs.GT↗

Inapproximability Results for Approximate Nash Equilibria

We study the problem of finding approximate Nash equilibria that satisfy certain conditions, such as providing good social welfare. In particular, we study the problem $ε$-NE $δ$-SW: find an $ε$-approximate Nash equilibrium ($ε$-NE) that is within $δ$ of the best social welfare achievable by an $ε$-NE. Our main result is that, if the exponential-time hypothesis (ETH) is true, then solving $\left(\frac{1}{8} - \mathrm{O}(δ)\right)$-NE $\mathrm{O}(δ)$-SW for an $n\times n$ bimatrix game requires $n^{\mathrm{\widetilde Ω}(\log n)}$ time. Building on this result, we show similar conditional running time lower bounds on a number of decision problems for approximate Nash equilibria that do not involve social welfare, including maximizing or minimizing a certain player's payoff, or finding approximate equilibria contained in a given pair of supports. We show quasi-polynomial lower bounds for these problems assuming that ETH holds, where these lower bounds apply to $ε$-Nash equilibria for all $ε< \frac{1}{8}$. The hardness of these other decision problems has so far only been studied in the context of exact equilibria.

cs.GT↗

LiftUpp: Support to develop learner performance

Various motivations exist to move away from the simple assessment of knowledge towards the more complex assessment and development of competence. However, to accommodate such a change, high demands are put on the supporting e-infrastructure in terms of intelligently collecting and analysing data. In this paper, we discuss these challenges and how they are being addressed by LiftUpp, a system that is now used in 70% of UK dental schools, and is finding wider applications in physiotherapy, medicine and veterinary science. We describe how data is collected for workplace-based development in dentistry using a dedicated iPad app, which enables an integrated approach to linking and assessing work flows, skills and learning outcomes. Furthermore, we detail how the various forms of collected data can be fused, visualized and integrated with conventional forms of assessment. This enables curriculum integration, improved real-time student feedback, support for administration, and informed instructional planning. Together these facets contribute to better support for the development of learners' competence in situated learning setting, as well as an improved experience. Finally, we discuss several directions for future research on intelligent teaching systems that are afforded by using the design present within LiftUpp.

cs.CY↗

CLS: New Problems and Completeness

The complexity class CLS was introduced by Daskalakis and Papadimitriou with the goal of capturing the complexity of some well-known problems in PPAD$~\cap~$PLS that have resisted, in some cases for decades, attempts to put them in polynomial time. No complete problem was known for CLS, and in previous work, the problems ContractionMap, i.e., the problem of finding an approximate fixpoint of a contraction map, and PLCP, i.e., the problem of solving a P-matrix Linear Complementarity Problem, were identified as prime candidates. First, we present a new CLS-complete problem MetaMetricContractionMap, which is closely related to the ContractionMap. Second, we introduce EndOfPotentialLine, which captures aspects of PPAD and PLS directly via a monotonic directed path, and show that EndOfPotentialLine is in CLS via a two-way reduction to EndOfMeteredLine. The latter was defined to keep track of how far a vertex is on the PPAD path via a restricted potential function. Third, we reduce PLCP to EndOfPotentialLine, thus making EndOfPotentialLine and EndOfMeteredLine at least as likely to be hard for CLS as PLCP. This last result leverages the monotonic structure of Lemke paths for PLCP problems, making EndOfPotentialLine a likely candidate to capture the exact complexity of PLCP; we note that the structure of Lemke-Howson paths for finding a Nash equilibrium in a two-player game very directly motivated the definition of the complexity class PPAD, which eventually ended up capturing this problem's complexity exactly.

cs.CC↗

An Empirical Study on Computing Equilibria in Polymatrix Games

The Nash equilibrium is an important benchmark for behaviour in systems of strategic autonomous agents. Polymatrix games are a succinct and expressive representation of multiplayer games that model pairwise interactions between players. The empirical performance of algorithms to solve these games has received little attention, despite their wide-ranging applications. In this paper we carry out a comprehensive empirical study of two prominent algorithms for computing a sample equilibrium in these games, Lemke's algorithm that computes an exact equilibrium, and a gradient descent method that computes an approximate equilibrium. Our study covers games arising from a number of interesting applications. We find that Lemke's algorithm can compute exact equilibria in relatively large games in a reasonable amount of time. If we are willing to accept (high-quality) approximate equilibria, then we can deal with much larger games using the descent method. We also report on which games are most challenging for each of the algorithms.

cs.GT↗

Unit Vector Games

McLennan and Tourky (2010) showed that "imitation games" provide a new view of the computation of Nash equilibria of bimatrix games with the Lemke-Howson algorithm. In an imitation game, the payoff matrix of one of the players is the identity matrix. We study the more general "unit vector games", which are already known, where the payoff matrix of one player is composed of unit vectors. Our main application is a simplification of the construction by Savani and von Stengel (2006) of bimatrix games where two basic equilibrium-finding algorithms take exponentially many steps: the Lemke-Howson algorithm, and support enumeration.

cs.GT↗

Distributed Methods for Computing Approximate Equilibria

We present a new, distributed method to compute approximate Nash equilibria in bimatrix games. In contrast to previous approaches that analyze the two payoff matrices at the same time (for example, by solving a single LP that combines the two players payoffs), our algorithm first solves two independent LPs, each of which is derived from one of the two payoff matrices, and then compute approximate Nash equilibria using only limited communication between the players. Our method has several applications for improved bounds for efficient computations of approximate Nash equilibria in bimatrix games. First, it yields a best polynomial-time algorithm for computing \emph{approximate well-supported Nash equilibria (WSNE)}, which guarantees to find a 0.6528-WSNE in polynomial time. Furthermore, since our algorithm solves the two LPs separately, it can be used to improve upon the best known algorithms in the limited communication setting: the algorithm can be implemented to obtain a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and finds a 0.6528-WSNE. The algorithm can also be carried out to beat the best known bound in the query complexity setting, requiring $O(n \log n)$ payoff queries to compute a 0.6528-WSNE. Finally, our approach can also be adapted to provide the best known communication efficient algorithm for computing \emph{approximate Nash equilibria}: it uses poly-logarithmic communication to find a 0.382-approximate Nash equilibrium.

cs.GT↗

Computing stable outcomes in symmetric additively-separable hedonic games

We study the computational complexity of finding stable outcomes in hedonic games, which are a class of coalition formation games. We restrict our attention to symmetric additively-separable hedonic games, which are a nontrivial subclass of such games that are guaranteed to possess stable outcomes. These games are specified by an undirected edge- weighted graph: nodes are players, an outcome of the game is a partition of the nodes into coalitions, and the utility of a node is the sum of incident edge weights in the same coalition. We consider several stability requirements defined in the literature. These are based on restricting feasible player deviations, for example, by giving existing coalition members veto power. We extend these restrictions by considering more general forms of preference aggregation for coalition members. In particular, we consider voting schemes to decide if coalition members will allow a player to enter or leave their coalition. For all of the stability requirements we consider, the existence of a stable outcome is guaranteed by a potential function argument, and local improvements will converge to a stable outcome. We provide an almost complete characterization of these games in terms of the tractability of computing such stable outcomes. Our findings comprise positive results in the form of polynomial-time algorithms, and negative (PLS-completeness) results. The negative results extend to more general hedonic games.

cs.GT↗

An Empirical Study of Finding Approximate Equilibria in Bimatrix Games

While there have been a number of studies about the efficacy of methods to find exact Nash equilibria in bimatrix games, there has been little empirical work on finding approximate Nash equilibria. Here we provide such a study that compares a number of approximation methods and exact methods. In particular, we explore the trade-off between the quality of approximate equilibrium and the required running time to find one. We found that the existing library GAMUT, which has been the de facto standard that has been used to test exact methods, is insufficient as a test bed for approximation methods since many of its games have pure equilibria or other easy-to-find good approximate equilibria. We extend the breadth and depth of our study by including new interesting families of bimatrix games, and studying bimatrix games upto size $2000 \times 2000$. Finally, we provide new close-to-worst-case examples for the best-performing algorithms for finding approximate Nash equilibria.

cs.GT↗

Approximate Well-supported Nash Equilibria below Two-thirds

In an epsilon-Nash equilibrium, a player can gain at most epsilon by changing his behaviour. Recent work has addressed the question of how best to compute epsilon-Nash equilibria, and for what values of epsilon a polynomial-time algorithm exists. An epsilon-well-supported Nash equilibrium (epsilon-WSNE) has the additional requirement that any strategy that is used with non-zero probability by a player must have payoff at most epsilon less than the best response. A recent algorithm of Kontogiannis and Spirakis shows how to compute a 2/3-WSNE in polynomial time, for bimatrix games. Here we introduce a new technique that leads to an improvement to the worst-case approximation guarantee.

cs.GT↗

Computing Approximate Nash Equilibria in Polymatrix Games

In an $ε$-Nash equilibrium, a player can gain at most $ε$ by unilaterally changing his behaviour. For two-player (bimatrix) games with payoffs in $[0,1]$, the best-known$ε$ achievable in polynomial time is 0.3393. In general, for $n$-player games an $ε$-Nash equilibrium can be computed in polynomial time for an $ε$ that is an increasing function of $n$ but does not depend on the number of strategies of the players. For three-player and four-player games the corresponding values of $ε$ are 0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general $n$-player games where a player's payoff is the sum of payoffs from a number of bimatrix games. There exists a very small but constant $ε$ such that computing an $ε$-Nash equilibrium of a polymatrix game is \PPAD-hard. Our main result is that a $(0.5+δ)$-Nash equilibrium of an $n$-player polymatrix game can be computed in time polynomial in the input size and $\frac{1}δ$. Inspired by the algorithm of Tsaknakis and Spirakis, our algorithm uses gradient descent on the maximum regret of the players. We also show that this algorithm can be applied to efficiently find a $(0.5+δ)$-Nash equilibrium in a two-player Bayesian game.

cs.GT↗

The Complexity of the Simplex Method

The simplex method is a well-studied and widely-used pivoting method for solving linear programs. When Dantzig originally formulated the simplex method, he gave a natural pivot rule that pivots into the basis a variable with the most violated reduced cost. In their seminal work, Klee and Minty showed that this pivot rule takes exponential time in the worst case. We prove two main results on the simplex method. Firstly, we show that it is PSPACE-complete to find the solution that is computed by the simplex method using Dantzig's pivot rule. Secondly, we prove that deciding whether Dantzig's rule ever chooses a specific variable to enter the basis is PSPACE-complete. We use the known connection between Markov decision processes (MDPs) and linear programming, and an equivalence between Dantzig's pivot rule and a natural variant of policy iteration for average-reward MDPs. We construct MDPs and show PSPACE-completeness results for single-switch policy iteration, which in turn imply our main results for the simplex method.

cs.DS↗

Polylogarithmic Supports are required for Approximate Well-Supported Nash Equilibria below 2/3

In an epsilon-approximate Nash equilibrium, a player can gain at most epsilon in expectation by unilateral deviation. An epsilon well-supported approximate Nash equilibrium has the stronger requirement that every pure strategy used with positive probability must have payoff within epsilon of the best response payoff. Daskalakis, Mehta and Papadimitriou conjectured that every win-lose bimatrix game has a 2/3-well-supported Nash equilibrium that uses supports of cardinality at most three. Indeed, they showed that such an equilibrium will exist subject to the correctness of a graph-theoretic conjecture. Regardless of the correctness of this conjecture, we show that the barrier of a 2/3 payoff guarantee cannot be broken with constant size supports; we construct win-lose games that require supports of cardinality at least Omega((log n)^(1/3)) in any epsilon-well supported equilibrium with epsilon < 2/3. The key tool in showing the validity of the construction is a proof of a bipartite digraph variant of the well-known Caccetta-Haggkvist conjecture. A probabilistic argument shows that there exist epsilon-well-supported equilibria with supports of cardinality O(log n/(epsilon^2)), for any epsilon> 0; thus, the polylogarithmic cardinality bound presented cannot be greatly improved. We also show that for any delta > 0, there exist win-lose games for which no pair of strategies with support sizes at most two is a (1-delta)-well-supported Nash equilibrium. In contrast, every bimatrix game with payoffs in [0,1] has a 1/2-approximate Nash equilibrium where the supports of the players have cardinality at most two.

cs.GT↗