Learning in Games with Dynamic Population
summary
Analyzes repeated congestion/auction games where a fraction of players randomly leave each round (replacement probability p) and shows learning still yields low social cost if learning uses 1+epsilon multiplicative regret and mild recency discounting. Model assumes worst-case replacements, shows regret scales with number K of major changes, gives guarantees when p is roughly 1/log n (so many repeats per player). Empirical fit uses 5–10% human-like epsilon, and a stable approximate optimum is built (greedy+rounding) with constant-factor loss that makes the bounds robust.
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chapters (18)
- 0:00Intro
- 2:09Large population games: traffic routing
- 3:59Repeated games
- 7:08Examples of price of anarchy bounds
- 7:47Repeated game that is (slowly) changing Lykouris, Syrgkanis, T.
- 11:01Learning in Repeated Game
- 13:28No-regret without stability: learning
- 14:39Outcome of no-regret learning in a fixed game
- 20:24Quality of Learning Outcome
- 23:33Proof Technique: Smoothness (Roughgarden'09)
- 27:06Learning and price of anarchy
- 29:15Need for adaptive learning
- 30:11Adapting result to dynamic populations
- 31:49Change in Optimum Solution
- 35:54Result (Lykouris, Syrgkanis, T'16)
- 38:32Stable Optimum in Matching
- 40:02Stable Solutions
- 41:45Sample Application
