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Yang Cai

Publications and source records attributed to Yang Cai.

At least 55 records · Page 3Linked to original sources

On Tractable $Φ$-Equilibria in Non-Concave Games

While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though they exist, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $Φ$-equilibria introduced by Greenwald and Jafari [2003], which is guaranteed to exist for an arbitrary set of strategy modifications $Φ$ even in non-concave games [Stolz and Lugosi, 2007]. However, the tractability of $Φ$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $Φ$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $Φ$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $Φ$-equilibria. Additionally, we explore cases where $Φ$ is infinite but consists of local modifications. We show that approximating local $Φ$-equilibria beyond the first-order stationary regime is computationally intractable. In contrast, within this regime, we show Online Gradient Descent efficiently converges to $Φ$-equilibria for several natural infinite families of modifications, including a new structural family of modifications inspired by the well-studied proximal operator.

cs.GT↗

Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games

We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.

cs.GT↗

On Separation Between Best-Iterate, Random-Iterate, and Last-Iterate Convergence of Learning in Games

Non-ergodic convergence of learning dynamics in games is widely studied recently because of its importance in both theory and practice. Recent work (Cai et al., 2024) showed that a broad class of learning dynamics, including Optimistic Multiplicative Weights Update (OMWU), can exhibit arbitrarily slow last-iterate convergence even in simple $2 \times 2$ matrix games, despite many of these dynamics being known to converge asymptotically in the last iterate. It remains unclear, however, whether these algorithms achieve fast non-ergodic convergence under weaker criteria, such as best-iterate convergence. We show that for $2\times 2$ matrix games, OMWU achieves an $O(T^{-1/6})$ best-iterate convergence rate, in stark contrast to its slow last-iterate convergence in the same class of games. Furthermore, we establish a lower bound showing that OMWU does not achieve any polynomial random-iterate convergence rate, measured by the expected duality gaps across all iterates. This result challenges the conventional wisdom that random-iterate convergence is essentially equivalent to best-iterate convergence, with the former often used as a proxy for establishing the latter. Our analysis uncovers a new connection to dynamic regret and presents a novel two-phase approach to best-iterate convergence, which could be of independent interest.

cs.LG↗

Provable Partially Observable Reinforcement Learning with Privileged Information

Partial observability of the underlying states generally presents significant challenges for reinforcement learning (RL). In practice, certain \emph{privileged information}, e.g., the access to states from simulators, has been exploited in training and has achieved prominent empirical successes. To better understand the benefits of privileged information, we revisit and examine several simple and practically used paradigms in this setting. Specifically, we first formalize the empirical paradigm of \emph{expert distillation} (also known as \emph{teacher-student} learning), demonstrating its pitfall in finding near-optimal policies. We then identify a condition of the partially observable environment, the \emph{deterministic filter condition}, under which expert distillation achieves sample and computational complexities that are \emph{both} polynomial. Furthermore, we investigate another useful empirical paradigm of \emph{asymmetric actor-critic}, and focus on the more challenging setting of observable partially observable Markov decision processes. We develop a belief-weighted asymmetric actor-critic algorithm with polynomial sample and quasi-polynomial computational complexities, in which one key component is a new provable oracle for learning belief states that preserve \emph{filter stability} under a misspecified model, which may be of independent interest. Finally, we also investigate the provable efficiency of partially observable multi-agent RL (MARL) with privileged information. We develop algorithms featuring \emph{centralized-training-with-decentralized-execution}, a popular framework in empirical MARL, with polynomial sample and (quasi-)polynomial computational complexities in both paradigms above. Compared with a few recent related theoretical studies, our focus is on understanding practically inspired algorithmic paradigms, without computationally intractable oracles.

cs.LG↗

Arrival flow profile estimation and predication for urban arterials using license plate recognition data

Arrival flow profiles enable precise assessment of urban arterial dynamics, aiding signal control optimization. License Plate Recognition (LPR) data, with its comprehensive coverage and event-based detection, is promising for reconstructing arrival flow profiles. This paper introduces an arrival flow profile estimation and prediction method for urban arterials using LPR data. Unlike conventional methods that assume traffic homogeneity and overlook detailed traffic wave features and signal timing impacts, our approach employs a time partition algorithm and platoon dispersion model to calculate arrival flow, considering traffic variations and driving behaviors using only boundary data. Shockwave theory quantifies the piecewise function between arrival flow and profile. We derive the relationship between arrival flow profiles and traffic dissipation at downstream intersections, enabling recursive calculations for all intersections. This approach allows prediction of arrival flow profiles under any signal timing schemes. Validation through simulation and empirical cases demonstrates promising performance and robustness under various conditions.

physics.soc-ph↗

Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms

Self-play via online learning is one of the premier ways to solve large-scale two-player zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic gradient-descent-ascent (OGDA). While both algorithms enjoy $O(1/T)$ ergodic convergence to Nash equilibrium in two-player zero-sum games, OMWU offers several advantages including logarithmic dependence on the size of the payoff matrix and $\widetilde{O}(1/T)$ convergence to coarse correlated equilibria even in general-sum games. However, in terms of last-iterate convergence in two-player zero-sum games, an increasingly popular topic in this area, OGDA guarantees that the duality gap shrinks at a rate of $O(1/\sqrt{T})$, while the best existing last-iterate convergence for OMWU depends on some game-dependent constant that could be arbitrarily large. This begs the question: is this potentially slow last-iterate convergence an inherent disadvantage of OMWU, or is the current analysis too loose? Somewhat surprisingly, we show that the former is true. More generally, we prove that a broad class of algorithms that do not forget the past quickly all suffer the same issue: for any arbitrarily small $δ>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/δ$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms.

cs.GT↗

Accelerated Algorithms for Constrained Nonconvex-Nonconcave Min-Max Optimization and Comonotone Inclusion

We study constrained comonotone min-max optimization, a structured class of nonconvex-nonconcave min-max optimization problems, and their generalization to comonotone inclusion. In our first contribution, we extend the Extra Anchored Gradient (EAG) algorithm, originally proposed by Yoon and Ryu (2021) for unconstrained min-max optimization, to constrained comonotone min-max optimization and comonotone inclusion, achieving an optimal convergence rate of $O\left(\frac{1}{T}\right)$ among all first-order methods. Additionally, we prove that the algorithm's iterations converge to a point in the solution set. In our second contribution, we extend the Fast Extra Gradient (FEG) algorithm, as developed by Lee and Kim (2021), to constrained comonotone min-max optimization and comonotone inclusion, achieving the same $O\left(\frac{1}{T}\right)$ convergence rate. This rate is applicable to the broadest set of comonotone inclusion problems yet studied in the literature. Our analyses are based on simple potential function arguments, which might be useful for analyzing other accelerated algorithms.

math.OC↗

User Response in Ad Auctions: An MDP Formulation of Long-Term Revenue Optimization

We propose a new Markov Decision Process (MDP) model for ad auctions to capture the user response to the quality of ads, with the objective of maximizing the long-term discounted revenue. By incorporating user response, our model takes into consideration all three parties involved in the auction (advertiser, auctioneer, and user). The state of the user is modeled as a user-specific click-through rate (CTR) with the CTR changing in the next round according to the set of ads shown to the user in the current round. We characterize the optimal mechanism for this MDP as a Myerson's auction with a notion of modified virtual value, which relies on the value distribution of the advertiser, the current user state, and the future impact of showing the ad to the user. Leveraging this characterization, we design a sample-efficient and computationally-efficient algorithm which outputs an approximately optimal policy that requires only sample access to the true MDP and the value distributions of the bidders. Finally, we propose a simple mechanism built upon second price auctions with personalized reserve prices and show it can achieve a constant-factor approximation to the optimal long term discounted revenue.

cs.GT↗

Near-Optimal Policy Optimization for Correlated Equilibrium in General-Sum Markov Games

We study policy optimization algorithms for computing correlated equilibria in multi-player general-sum Markov Games. Previous results achieve $O(T^{-1/2})$ convergence rate to a correlated equilibrium and an accelerated $O(T^{-3/4})$ convergence rate to the weaker notion of coarse correlated equilibrium. In this paper, we improve both results significantly by providing an uncoupled policy optimization algorithm that attains a near-optimal $\tilde{O}(T^{-1})$ convergence rate for computing a correlated equilibrium. Our algorithm is constructed by combining two main elements (i) smooth value updates and (ii) the optimistic-follow-the-regularized-leader algorithm with the log barrier regularizer.

cs.LG↗

The Power of Two-sided Recruitment in Two-sided Markets

We consider the problem of maximizing the gains from trade (GFT) in two-sided markets. The seminal impossibility result by Myerson and Satterthwaite shows that even for bilateral trade, there is no individually rational (IR), Bayesian incentive compatible (BIC) and budget balanced (BB) mechanism that can achieve the full GFT. Moreover, the optimal BIC, IR and BB mechanism that maximizes the GFT is known to be complex and heavily depends on the prior. In this paper, we pursue a Bulow-Klemperer-style question, i.e., does augmentation allow for prior-independent mechanisms to compete against the optimal mechanism? Our first main result shows that in the double auction setting with $m$ i.i.d. buyers and $n$ i.i.d. sellers, by augmenting $O(1)$ buyers and sellers to the market, the GFT of a simple, dominant strategy incentive compatible (DSIC), and prior-independent mechanism in the augmented market is at least the optimal in the original market, when the buyers' distribution first-order stochastically dominates the sellers' distribution. Next, we go beyond the i.i.d. setting and study the power of two-sided recruitment in more general markets. Our second main result is that for any $ε> 0$ and any set of $O(1/ε)$ buyers and sellers where the buyers' value exceeds the sellers' value with constant probability, if we add these additional agents into any market with arbitrary correlations, the Trade Reduction mechanism obtains a $(1-ε)$-approximation of the GFT of the augmented market. Importantly, the newly recruited agents are agnostic to the original market.

cs.GT↗

Algorithmic Information Disclosure in Optimal Auctions

This paper studies a joint design problem where a seller can design both the signal structures for the agents to learn their values, and the allocation and payment rules for selling the item. In his seminal work, Myerson (1981) shows how to design the optimal auction with exogenous signals. We show that the problem becomes NP-hard when the seller also has the ability to design the signal structures. Our main result is a polynomial-time approximation scheme (PTAS) for computing the optimal joint design with at most an $ε$ multiplicative loss in expected revenue. Moreover, we show that in our joint design problem, the seller can significantly reduce the information rent of the agents by providing partial information, which ensures a revenue that is at least $1 - \frac{1}{e}$ of the optimal welfare for all valuation distributions.

cs.GT↗

Multi-Scale Semantic Segmentation with Modified MBConv Blocks

Recently, MBConv blocks, initially designed for efficiency in resource-limited settings and later adapted for cutting-edge image classification performances, have demonstrated significant potential in image classification tasks. Despite their success, their application in semantic segmentation has remained relatively unexplored. This paper introduces a novel adaptation of MBConv blocks specifically tailored for semantic segmentation. Our modification stems from the insight that semantic segmentation requires the extraction of more detailed spatial information than image classification. We argue that to effectively perform multi-scale semantic segmentation, each branch of a U-Net architecture, regardless of its resolution, should possess equivalent segmentation capabilities. By implementing these changes, our approach achieves impressive mean Intersection over Union (IoU) scores of 84.5% and 84.0% on the Cityscapes test and validation datasets, respectively, demonstrating the efficacy of our proposed modifications in enhancing semantic segmentation performance.

cs.CV↗

Uncoupled and Convergent Learning in Two-Player Zero-Sum Markov Games with Bandit Feedback

We revisit the problem of learning in two-player zero-sum Markov games, focusing on developing an algorithm that is uncoupled, convergent, and rational, with non-asymptotic convergence rates. We start from the case of stateless matrix game with bandit feedback as a warm-up, showing an $O(t^{-\frac{1}{8}})$ last-iterate convergence rate. To the best of our knowledge, this is the first result that obtains finite last-iterate convergence rate given access to only bandit feedback. We extend our result to the case of irreducible Markov games, providing a last-iterate convergence rate of $O(t^{-\frac{1}{9+\varepsilon}})$ for any $\varepsilon>0$. Finally, we study Markov games without any assumptions on the dynamics, and show a path convergence rate, which is a new notion of convergence we defined, of $O(t^{-\frac{1}{10}})$. Our algorithm removes the coordination and prior knowledge requirement of [Wei et al., 2021], which pursued the same goals as us for irreducible Markov games. Our algorithm is related to [Chen et al., 2021, Cen et al., 2021] and also builds on the entropy regularization technique. However, we remove their requirement of communications on the entropy values, making our algorithm entirely uncoupled.

cs.GT↗

Efficient Beam Manipulation with Phase Symmetry Operations on Modulated Metasurfaces

Beam manipulation is of paramount importance in wave engineering, enabling diverse beam shapes like pencil beams, flat-top beams, and isoflux beams to cater to various application missions. Among the beams, shaping flat-top and isoflux beams remains challenging with the traditional synthesis approaches that mainly rely on optimization algorithms. Here, we develop modulated metasurfaces to efficiently generate flat-top and isoflux beams from the first principle of field superposition with negligible optimizations, by performing phase symmetry operations. The theoretical analysis not only facilitates the shaping of 1D and 2D flat-top and isoflux beams but also exhibits controllable beamwidths. Experimental validation confirms the efficacy of the phase symmetry operations in generating flat-top beams with adjustable beamwidths. The concept of phase symmetry operations can be extended to other vectorial components, offering potential applications for the manipulation of various wave types such as acoustic waves, water surface waves, and beyond, thereby advancing related applications.

physics.optics↗

Simultaneous Auctions are Approximately Revenue-Optimal for Subadditive Bidders

We study revenue maximization in multi-item auctions, where bidders have subadditive valuations over independent items. Providing a simple mechanism that is approximately revenue-optimal in this setting is a major open problem in mechanism design. In this paper, we present the first \emph{simple mechanism} whose revenue is at least a \emph{constant fraction} of the optimal revenue in multi-item auctions with subadditive bidders. Our mechanism is a simultaneous auction that incorporates either a personalized entry fee or a personalized reserve price per item. We prove that for any simultaneous auction that satisfies c-efficiency -- a new property we propose, its revenue is at least an $O(c)$-approximation to the optimal revenue. We further show that both the \emph{simultaneous first-price} and the \emph{simultaneous all-pay auction} are $1\over 2$-efficient. Providing revenue guarantees for non-truthful simple mechanisms, e.g., simultaneous auctions, in multi-dimensional environments has been recognized by Roughgarden et al. as an important open question. Prior to our result, the only such revenue guarantees are due to Daskalakis et al. for bidders who have additive valuations over independent items. Our result significantly extends the revenue guarantees of these non-truthful simple auctions to settings where bidders have combinatorial valuations.

cs.GT↗

Doubly Optimal No-Regret Learning in Monotone Games

We consider online learning in multi-player smooth monotone games. Existing algorithms have limitations such as (1) being only applicable to strongly monotone games; (2) lacking the no-regret guarantee; (3) having only asymptotic or slow $O(\frac{1}{\sqrt{T}})$ last-iterate convergence rate to a Nash equilibrium. While the $O(\frac{1}{\sqrt{T}})$ rate is tight for a large class of algorithms including the well-studied extragradient algorithm and optimistic gradient algorithm, it is not optimal for all gradient-based algorithms. We propose the accelerated optimistic gradient (AOG) algorithm, the first doubly optimal no-regret learning algorithm for smooth monotone games. Namely, our algorithm achieves both (i) the optimal $O(\sqrt{T})$ regret in the adversarial setting under smooth and convex loss functions and (ii) the optimal $O(\frac{1}{T})$ last-iterate convergence rate to a Nash equilibrium in multi-player smooth monotone games. As a byproduct of the accelerated last-iterate convergence rate, we further show that each player suffers only an $O(\log T)$ individual worst-case dynamic regret, providing an exponential improvement over the previous state-of-the-art $O(\sqrt{T})$ bound.

cs.LG↗

Nearly Optimal Committee Selection For Bias Minimization

We study the model of metric voting proposed by Feldman et al. [2020]. In this model, experts and candidates are located in a metric space, and each candidate possesses a quality that is independent of her location. An expert evaluates each candidate as the candidate's quality less a bias term--the distance between the candidate and the expert in the metric space. The expert then votes for her favorite candidate. The goal is to select a voting rule and a committee of experts to mitigate the bias. More specifically, given $m$ candidates, what is the minimum number of experts needed to ensure that the voting rule selects a candidate whose quality is at most $\varepsilon$ worse than the best one? Our first main result is a new way to select the committee using exponentially less experts compared to the method proposed in Feldman et al. [2020]. Our second main result is a novel construction that substantially improves the lower bound on the committee size. Indeed, our upper and lower bounds match in terms of $m$, the number of candidates, and $\varepsilon$, the desired accuracy, for general convex normed spaces, and differ by a multiplicative factor that only depends on the dimension of the underlying normed space but is independent of other parameters of the problem. We extend the nearly matching upper and lower bounds to the setting in which each expert returns a ranking of her top $k$ candidates and we wish to choose $\ell$ candidates with cumulative quality at most $\varepsilon$ worse than that of the best set of $\ell$ candidates, settling an open problem of Feldman et al. [2020]. Finally, we consider the setting where there are multiple rounds of voting. We show that by introducing another round of voting, the number of experts needed to guarantee the selection of an $\varepsilon$-optimal candidate becomes independent of the number of candidates.

cs.GT↗

On the Optimal Fixed-Price Mechanism in Bilateral Trade

We study the problem of social welfare maximization in bilateral trade, where two agents, a buyer and a seller, trade an indivisible item. We consider arguably the simplest form of mechanisms -- the fixed-price mechanisms, where the designer offers trade at a fixed price to the seller and buyer. Besides the simple form, fixed-price mechanisms are also the only DSIC and budget balanced mechanisms in bilateral trade. We obtain improved approximation ratios of fixed-price mechanisms in different settings. In the full prior information setting where the designer has access to the value distributions of both the seller and buyer, we show that the optimal fixed-price mechanism can achieve at least $0.72$ of the optimal welfare, and no fixed-price mechanism can achieve more than $0.7381$ of the optimal welfare. Prior to our result the state of the art approximation ratio was $1 - 1/e + 0.0001 \approx 0.632$. Interestingly, we further show that the optimal approximation ratio achievable with full prior information is identical to the optimal approximation ratio obtainable with only one-sided prior information. We further consider two limited information settings. In the first one, the designer is only given the mean of the buyer's (or the seller's) value. We show that with such minimal information, one can already design a fixed-price mechanism that achieves $2/3$ of the optimal social welfare, which surpasses the previous state of the art ratio even when the designer has access to the full prior information. Furthermore, $2/3$ is the optimal attainable ratio in this setting. In the second one, we assume that the designer has sample access to the value distributions. We propose a new family mechanisms called order statistic mechanisms and provide a complete characterization of their approximation ratios for any fixed number of samples.

cs.GT↗