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On similarities between inference in game theory and machine learning

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published
  • I. Rezek
  • David S. Leslie
  • S. Reece
  • S. J. Roberts
  • A. Rogers
  • R. K. Dash
  • N. R. Jennings
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<mark>Journal publication date</mark>2008
<mark>Journal</mark>Journal of Artificial Intelligence Research
Volume33
Number of pages24
Pages (from-to)259-283
Publication StatusPublished
<mark>Original language</mark>English

Abstract

In this paper, we elucidate the equivalence between inference in game theory and machine learning. Our aim in so doing is to establish an equivalent vocabulary between the two domains so as to facilitate developments at the intersection of both fields, and as proof of the usefulness of this approach, we use recent developments in each field to make useful improvements to the other. More specifically, we consider the analogies between smooth best responses in fictitious play and Bayesian inference methods. Initially, we use these insights to develop and demonstrate an improved algorithm for learning in games based on probabilistic moderation. That is, by integrating over the distribution of opponent strategies (a Bayesian approach within machine learning) rather than taking a simple empirical average (the approach used in standard fictitious play) we derive a novel moderated fictitious play algorithm and show that it is more likely than standard fictitious play to converge to a payoff-dominant but risk-dominated Nash equilibrium in a simple coordination game. Furthermore we consider the converse case, and show how insights from game theory can be used to derive two improved mean field variational learning algorithms. We first show that the standard update rule of mean field variational learning is analogous to a Cournot adjustment within game theory. By analogy with fictitious play, we then suggest an improved update rule, and show that this results in fictitious variational play, an improved mean field variational learning algorithm that exhibits better convergence in highly or strongly connected graphical models. Second, we use a recent advance in fictitious play, namely dynamic fictitious play, to derive a derivative action variational learning algorithm, that exhibits superior convergence properties on a canonical machine learning problem (clustering a mixture distribution).

Bibliographic note

This research was undertaken as part of the ARGUS II DARP and ALADDIN projects. ARGUS II DARP (Defence and Aerospace Research Partnership) is a collaborative project involving BAE SYSTEMS, QinetiQ, Rolls-Royce, Oxford University and Southampton University, and is funded by the industrial partners together with the EPSRC, MoD and DTI. ALADDIN (Autonomous Learning Agents for Decentralised Data and Information Systems) is jointly funded by a BAE Systems and EPSRC (Engineering and Physical Science Research Council) strategic partnership (EP/C548051/1).