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Section: New Results

Learning in finite games

One of the most widely used algorithms for learning in finite games is the so-called best response algorithm (BRA); nonetheless, even though sevaral worst-case bounds are known for its convergence time, the algorithm's performance in typical game-theoretic scenarios seems to be far better than these worst-case bounds suggest. In [26], [18], [25], [31], we computed the average execution time of the BR algorithm using Markov chain coupling techniques that recast the average execution time of this discrete algorithm as the solution of an ordinary differential equation. In so doing, we showed that the worst-case complexity of the BR algorithm in a potential game with N players and A actions per player is AN(N-1), while its average complexity over random potential games is O(N), independently of A.

In [34], we also studied the convergence rate of the HEDGE algorithm (which, contrary to the BR algorithm, leads to no regret even in adversarial settings). Motivated by applications to data networks where fast convergence is essential, we analyzed the problem of learning in generic N-person games that admit Nash equilibria in pure strategies. Despite the (unbounded) uncertainty in the players’ observations, we show that hedging eliminates dominated strategies (a.s.) and, with high probability, it converges locally to pure Nash equilibria at the exponential rate O(exp(-cj=1tγj)), where γj is the algorithm s step size.

These results are strongly related to the long-term rationality properties (elimination of dominated strategies, convergence to pure Nash equilibria and evolutionarily stable states, etc.) of an underlying class of game dynamics based on regularization and Riemannian geometry. Specifically, in [42], we introduced a class of evolutionary game dynamics whose defining element is a state-dependent geometric structure on the set of population states. When this geometric structure satisfies a certain integrability condition, the resulting dynamics preserve many further properties of the replicator and projection dynamics and are equivalent to a class of reinforcement learning dynamics studied in [10]. Finally, as we showed in [2], these properties also hold even in the presence of noise, i.e. when the players only have noisy observations of their payoff vectors.