~/talk

Learning in Games with Dynamic Population

Talkat Societal Networks 2018 · 2018-03-26..03-30
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slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 2:09Large population games: traffic routing
  3. 3:59Repeated games
  4. 7:08Examples of price of anarchy bounds
  5. 7:47Repeated game that is (slowly) changing Lykouris, Syrgkanis, T.
  6. 11:01Learning in Repeated Game
  7. 13:28No-regret without stability: learning
  8. 14:39Outcome of no-regret learning in a fixed game
  9. 20:24Quality of Learning Outcome
  10. 23:33Proof Technique: Smoothness (Roughgarden'09)
  11. 27:06Learning and price of anarchy
  12. 29:15Need for adaptive learning
  13. 30:11Adapting result to dynamic populations
  14. 31:49Change in Optimum Solution
  15. 35:54Result (Lykouris, Syrgkanis, T'16)
  16. 38:32Stable Optimum in Matching
  17. 40:02Stable Solutions
  18. 41:45Sample Application
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