In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, harmonic and nonstrategic components. We analyze natural classes of games that are induced by this decomposition, and in particular, focus on games with no harmonic component and games with no potential component. We show that the first class corresponds to the well-known potential games. We refer to the second class of games as harmonic games, and study the structural and equilibrium properties of this new class of games.Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents the conflicts between the interests of the players. We make this intuition precise, by studying the properties of these two classes, and show that indeed they have quite distinct and remarkable characteristics. For instance, while finite potential games always have pure Nash equilibria, harmonic games generically never do. Moreover, we show that the nonstrategic component does not affect the equilibria of a game, but plays a fundamental role in their efficiency properties, thus decoupling the location of equilibria and their payoff-related properties. Exploiting the properties of the decomposition framework, we obtain explicit expressions for the projections of games onto the subspaces of potential and harmonic games. This enables an extension of the properties of potential and harmonic games to "nearby" games. We exemplify this point by showing that the set of approximate equilibria of an arbitrary game can be characterized through the equilibria of its projection onto the set of potential games.
Abstract. We present the Q-Cut algorithm, a graph theoretic approach for automatic detection of sub-goals in a dynamic environment, which is used for acceleration of the Q-Learning algorithm. The learning agent creates an on-line map of the process history, and uses an efficient MaxFlow/Min-Cut algorithm for identifying bottlenecks. The policies for reaching bottlenecks are separately learned and added to the model in a form of options (macro-actions). We then extend the basic Q-Cut algorithm to the Segmented Q-Cut algorithm, which uses previously identified bottlenecks for state space partitioning, necessary for finding additional bottlenecks in complex environments. Experiments show significant performance improvements, particulary in the initial learning phase.
Reinforcement Learning (RL) is an approach for solving complex multi-stage decision problems that fall under the general framework of Markov Decision Problems (MDPs), with possibly unknown parameters. Function approximation is essential for problems with a large state space, as it facilitates compact representation and enables generalization. Linear approximation architectures (where the adjustable parameters are the weights of pre-fixed basis functions) have recently gained prominence due to efficient algorithms and convergence guarantees. Nonetheless, an appropriate choice of basis function is important for the success of the algorithm. In the present paper we examine methods for adapting the basis function during the learning process in the context of evaluating the value function under a fixed control policy. Using the Bellman approximation error as an optimization criterion, we optimize the weights of the basis function while simultaneously adapting the (non-linear) basis function parameters. We present two algorithms for this problem. The first uses a gradient-based approach and the second applies the Cross Entropy method. The performance of the proposed algorithms is evaluated and compared in simulations.
Abstract-We found that interactive services at Bing have highly variable datacenter-side processing latencies because their processing consists of many sequential stages, parallelization across 10s-1000s of servers and aggregation of responses across the network. To improve the tail latency of such services, we use a few building blocks: reissuing laggards elsewhere in the cluster, new policies to return incomplete results and speeding up laggards by giving them more resources. Combining these building blocks to reduce the overall latency is non-trivial because for the same amount of resource (e.g., number of reissues), different stages improve their latency by different amounts. We present Kwiken, a framework that takes an end-to-end view of latency improvements and costs. It decomposes the problem of minimizing latency over a general processing DAG into a manageable optimization over individual stages. Through simulations with production traces, we show sizable gains; the 99 th percentile of latency improves by over 50% when just 0.1% of the responses are allowed to have partial results and by over 40% for 25% of the services when just 5% extra resources are used for reissues.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.