Regret Pruning for Learning Equilibria in Simulation-Based Games
Bhaskar Mishra, Cyrus Cousins, Amy Greenwald

TL;DR
This paper introduces advanced regret pruning techniques that improve the efficiency and guarantees of learning approximate pure and mixed Nash equilibria in simulation-based games, addressing limitations of previous methods.
Contribution
It proposes three novel regret pruning variations that extend guarantees to approximate pure and mixed Nash equilibria, and develops two new algorithms outperforming existing methods.
Findings
Algorithms outperform state-of-the-art in empirical tests.
Provides strong guarantees for approximate equilibria.
Enhances efficiency in simulation-based game analysis.
Abstract
In recent years, empirical game-theoretic analysis (EGTA) has emerged as a powerful tool for analyzing games in which an exact specification of the utilities is unavailable. Instead, EGTA assumes access to an oracle, i.e., a simulator, which can generate unbiased noisy samples of players' unknown utilities, given a strategy profile. Utilities can thus be empirically estimated by repeatedly querying the simulator. Recently, various progressive sampling (PS) algorithms have been proposed, which aim to produce PAC-style learning guarantees (e.g., approximate Nash equilibria with high probability) using as few simulator queries as possible. One recent work introduces a pruning technique called regret-pruning which further minimizes the number of simulator queries placed in PS algorithms which aim to learn pure Nash equilibria. In this paper, we address a serious limitation of this original…
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Taxonomy
TopicsAdvanced Bandit Algorithms Research · Data Stream Mining Techniques · Bayesian Modeling and Causal Inference
