AISTATS 2024poster4 citations

Near-Optimal Pure Exploration in Matrix Games: A Generalization of Stochastic Bandits & Dueling Bandits

Arnab Maiti, Ross Boczar, Kevin Jamieson, Lillian Ratliff

Abstract

We study the sample complexity of identifying the pure strategy Nash equilibrium (PSNE) in a two-player zero-sum matrix game with noise. Formally, we are given a stochastic model where any learner can sample an entry $(i,j)$ of the input matrix $A\in [-1,1]^{n\times m}$ and observe $A_{i,j}+\eta$ where $\eta$ is a zero-mean $1$-sub-Gaussian noise. The aim of the learner is to identify the PSNE of $A$, whenever it exists, with high probability while taking as few samples as possible. Zhou et al., (2017) presents an instance-dependent sample complexity lower bound that depends only on the entries in the row and column in which the PSNE lies. We design a near-optimal algorithm whose sample complexity matches the lower bound, up to log factors. The problem of identifying the PSNE also generalizes the problem of pure exploration in stochastic multi-armed bandits and dueling bandits, and our result matches the optimal bounds, up to log factors, in both the settings.

BibTeX
@InProceedings{pmlr-v238-maiti24a,
  title = 	 {Near-Optimal Pure Exploration in Matrix Games: A Generalization of Stochastic Bandits & Dueling Bandits},
  author =       {Maiti, Arnab and Boczar, Ross and Jamieson, Kevin and Ratliff, Lillian},
  booktitle = 	 {Proceedings of The 27th International Conference on Artificial Intelligence and Statistics},
  pages = 	 {2602--2610},
  year = 	 {2024},
  editor = 	 {Dasgupta, Sanjoy and Mandt, Stephan and Li, Yingzhen},
  volume = 	 {238},
  series = 	 {Proceedings of Machine Learning Research},
  month = 	 {02--04 May},
  publisher =    {PMLR},
  pdf = 	 {https://proceedings.mlr.press/v238/maiti24a/maiti24a.pdf},
  url = 	 {https://proceedings.mlr.press/v238/maiti24a.html},
  abstract = 	 {We study the sample complexity of identifying the pure strategy Nash equilibrium (PSNE) in a two-player zero-sum matrix game with noise. Formally, we are given a stochastic model where any learner can sample an entry $(i,j)$ of the input matrix $A\in [-1,1]^{n\times m}$ and observe $A_{i,j}+\eta$ where $\eta$ is a zero-mean $1$-sub-Gaussian noise. The aim of the learner is to identify the PSNE of $A$, whenever it exists, with high probability while taking as few samples as possible. Zhou et al., (2017) presents an instance-dependent sample complexity lower bound that depends only on the entries in the row and column in which the PSNE lies. We design a near-optimal algorithm whose sample complexity matches the lower bound, up to log factors. The problem of identifying the PSNE also generalizes the problem of pure exploration in stochastic multi-armed bandits and dueling bandits, and our result matches the optimal bounds, up to log factors, in both the settings.}
}
Near-Optimal Pure Exploration in Matrix Games: A Generalization of Stochastic Bandits & Dueling Bandits · AISTATS 2024