Regression Equilibrium

Omer Ben-Porat, Moshe Tennenholtz
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引用次数: 17

Abstract

Prediction is a well-studied machine learning task, and prediction algorithms are core ingredients in online products and services. Despite their centrality in the competition between online companies who offer prediction-based products, the strategic use of prediction algorithms remains unexplored. The goal of this paper is to examine strategic use of prediction algorithms. We introduce a novel game-theoretic setting that is based on the PAC learning framework, where each player (aka a prediction algorithm aimed at competition) seeks to maximize the sum of points for which it produces an accurate prediction and the others do not. We show that algorithms aiming at generalization may wittingly mispredict some points to perform better than others on expectation. We analyze the empirical game, i.e., the game induced on a given sample, prove that it always possesses a pure Nash equilibrium, and show that every better-response learning process converges. Moreover, our learning-theoretic analysis suggests that players can, with high probability, learn an approximate pure Nash equilibrium for the whole population using a small number of samples.
回归平衡
预测是一项经过充分研究的机器学习任务,预测算法是在线产品和服务的核心成分。尽管它们在提供基于预测的产品的在线公司之间的竞争中处于中心地位,但预测算法的战略用途仍未得到探索。本文的目的是研究预测算法的策略使用。我们引入了一种基于PAC学习框架的新颖博弈论设置,其中每个参与者(又名旨在竞争的预测算法)寻求最大化其产生准确预测的点数总和,而其他参与者则没有。我们表明,以泛化为目标的算法可能有意地错误预测某些点,以便在期望上比其他点表现得更好。我们分析了经验博弈,即在给定样本上诱导的博弈,证明了它总是具有纯纳什均衡,并证明了每一个更好响应的学习过程都是收敛的。此外,我们的学习理论分析表明,玩家可以使用少量样本,以高概率学习整个群体的近似纯纳什均衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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