论文标题
超越零和通过游戏分解的协调的混乱
Chaos of Learning Beyond Zero-sum and Coordination via Game Decompositions
论文作者
论文摘要
机器学习过程,例如“在游戏中学习”,可以看作是非线性动力系统。通常,这种系统表现出广泛的行为,从稳定/复发到混乱的不良现象(或“蝴蝶效应”)。混乱捕获了圆形错误的敏感性,并可能严重影响ML系统的可预测性和可重复性,但是AI/ML社区对其的理解仍然是基本的。它有很多等待探索的东西。最近,Cheung和Piliouras采用了体积膨胀论点,以表明Lyapunov混乱发生在累积的回报空间中,当时某些流行的学习算法(包括乘法权重更新(MWU),遵循规范化的领导者(FTRL)(FTRL)和OPTISTIC MWU(OMWU),用于游戏,E.G. Games,E.G.零和协调或图形恒定游戏。很自然地问:这些结果可以推广到更广泛的游戏家庭吗?我们采用游戏分解方法,并肯定地回答问题。除其他结果外,我们提出了一个“矩阵统治”的概念并设计了线性程序,并使用它们来表征bimatrix游戏,其中mwu几乎到处都是lyapunov混乱的。这样的游戏家族在Bimatrix游戏领域具有积极的Lebesgue度量,这表明混乱是游戏中学习的重大问题。对于多玩家游戏,我们介绍了一般游戏和图形游戏之间的体积变化的局部等效性,该游戏用于在潜在游戏中对MWU和OMWU进行音量和混乱分析。
Machine learning processes, e.g. ''learning in games'', can be viewed as non-linear dynamical systems. In general, such systems exhibit a wide spectrum of behaviors, ranging from stability/recurrence to the undesirable phenomena of chaos (or ''butterfly effect''). Chaos captures sensitivity of round-off errors and can severely affect predictability and reproducibility of ML systems, but AI/ML community's understanding of it remains rudimentary. It has a lot out there that await exploration. Recently, Cheung and Piliouras employed volume-expansion argument to show that Lyapunov chaos occurs in the cumulative payoff space, when some popular learning algorithms, including Multiplicative Weights Update (MWU), Follow-the-Regularized-Leader (FTRL) and Optimistic MWU (OMWU), are used in several subspaces of games, e.g. zero-sum, coordination or graphical constant-sum games. It is natural to ask: can these results generalize to much broader families of games? We take on a game decomposition approach and answer the question affirmatively. Among other results, we propose a notion of ''matrix domination'' and design a linear program, and use them to characterize bimatrix games where MWU is Lyapunov chaotic almost everywhere. Such family of games has positive Lebesgue measure in the bimatrix game space, indicating that chaos is a substantial issue of learning in games. For multi-player games, we present a local equivalence of volume change between general games and graphical games, which is used to perform volume and chaos analyses of MWU and OMWU in potential games.