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Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games
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Studies equal-share payoff (C/n) in multiplayer symmetric constant-sum games, identifies conditions for tractability, and gives Hedge, SAOL-Hedge, and behavior-cloning algorithms with matching lower bounds, validated on two toy games.
Problem
Multiplayer symmetric constant-sum games lack a suitable solution concept: equilibria are non-unique and non-exploitable guarantees fail, so learning agents cannot reliably secure a fair share of payoff against opponents.
Approach
Adopts equal share (expected payoff C/n) as the objective and shows it is achievable only when opponents use an identical meta-strategy and have bounded adaptivity; then applies no-regret (Hedge), no-dynamic-regret (SAOL), and behavior cloning, with matching lower bounds.
Key results
- On Majority Vote, Hedge achieves utility 1.03e-2 ± 0.10e-2 against the opponent meta-strategy while self-play variants get about -1.00e-2, with self-play converging to the bad NE half the time.
- On Switch Dominance Game (n=30), Hedge achieves utility 1.00 ± 0.00 while all self-play variants reach -12.67 ± 0.01.
- Theory gives Hedge error O~(1/sqrt(T)) against stationary opponents, SAOL-Hedge error O~(V_T^{1/3} T^{-1/3}) and behavior cloning error O((V_T+1)/T) under bounded variation, with matching lower bounds up to log factors.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Hedge instead of the self-play meta-algorithms | MV · MV | Utility (×10^-2): -1.00 $\pm$ 0.09 -> 1.03 $\pm$ 0.10 | Helped |
| Use Hedge instead of the self-play meta-algorithms | SDG · SDG | Utility: -12.67 $\pm$ 0.01 -> 1.00 $\pm$ 0.00 | Helped |
| Use Hedge instead of the self-play meta-algorithms | MV · MV | Exploitability: -1.00 $\pm$ 0.00 -> -1.00 $\pm$ 0.00 | No clear effect |
| Use Hedge instead of the self-play meta-algorithms | SDG · SDG | Exploitability: -29.00 $\pm$ 0.00 -> -29.00 $\pm$ 0.00 | No clear effect |
| Add behavior-cloning initialization to self-play | MV self-play · MV | Convergence frequency to [1,0]: 52% -> 48% | No clear effect |
| Vary the behavior-cloning regularization coefficient | MV self-play · MV | Convergence frequency to [1,0]: 50%, 46%, 42%, 42% | Mixed |
Surprising findings
- Equal share is not achievable by any learner in worst case when opponents play different strategies, and even identical-strategy opponents make any fixed strategy exploitable.
- Simple behavior cloning is near-optimal in the intermediate regime where opponents adapt at moderate rates, outperforming sophisticated no-dynamic-regret methods there.
Limitations
- Results are for normal-form symmetric constant-sum games with opponents sharing one meta-strategy; the condition of identical opponent strategies may be restrictive.
- Experiments are limited to two toy games with fixed opponents and idealized imitation learning.
- The learned strategies are exploitable by adversarial opponents.
Experimental setup
Benchmarks: Majority Vote game Switch Dominance Game
Metrics: utility against meta-strategy exploitability
Baselines: self-play from scratch self-play with behavior cloning initialization self-play with behavior cloning regularization
Builds on: Hedge strongly adaptive online learning self-play behavior cloning
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