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theory->game_theory
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Quality over Quantity in Attention Layers: When Adding More Heads Hurts
Noah Amsel, Gilad Yehudai, Joan Bruna
Attention-based mechanisms are widely used in machine learning, most prominently in transformers. However, hyperparameters such as the number of attention heads and the attention rank (i.e., the query/key dimension) are set nearly the same way in all realizations of this architecture, without theoretical justification. In this paper, we prove that the rank can have a dramatic effect on the representational capacity of attention. This effect persists even when the number of heads and the parameter count are very large. Specifically, we present a simple and natural target function based on nearest neighbor search that can be represented using a single full-rank attention head for any sequence length, but that cannot be approximated by a low-rank attention layer even on short sequences unless the number of heads is exponential in the embedding dimension. Thus, for this target function, rank is what determines an attention layer's power. We show that, for short sequences, using multiple layers allows the target to be approximated by low-rank attention; for long sequences, we conjecture that full-rank attention is necessary regardless of depth. Finally, we present experiments with standard multilayer transformers that validate our theoretical findings. They demonstrate that, because of how standard transformer implementations set the rank, increasing the number of attention heads can severely decrease accuracy on certain tasks.
Computational Explorations of Total Variation Distance
Arnab Bhattacharyya, Sutanu Gayen, Kuldeep S. Meel, Dimitrios Myrisiotis, A. Pavan, N. V. Vinodchandran
We investigate some previously unexplored (or underexplored) computational aspects of total variation (TV) distance. First, we give a simple deterministic polynomial-time algorithm for checking equivalence between mixtures of product distributions, over arbitrary alphabets. This corresponds to a special case, whereby the TV distance between the two distributions is zero. Second, we prove that unless $\mathsf{NP} \subseteq \mathsf{RP}$ it is impossible to efficiently estimate the TV distance between arbitrary Ising models, even in a bounded-error randomized setting.
On the Expressiveness of Rational ReLU Neural Networks With Bounded Depth
Gennadiy Averkov, Christopher Hojny, Maximilian Merkert
To confirm that the expressive power of ReLU neural networks grows with their depth, the function $F_n = \max (0,x_1,\ldots,x_n )$ has been considered in the literature. A conjecture by Hertrich, Basu, Di Summa, and Skutella [NeurIPS 2021] states that any ReLU network that exactly represents $F_n$ has at least $\lceil \log_2 (n+1) \rceil$ hidden layers. The conjecture has recently been confirmed for networks with integer weights by Haase, Hertrich, and Loho [ICLR 2023]. We follow up on this line of research and show that, within ReLU networks whose weights are decimal fractions, $F_n$ can only be represented by networks with at least $\lceil \log_3 (n+1) \rceil$ hidden layers. Moreover, if all weights are $N$-ary fractions, then $F_n$ can only be represented by networks with at least $\Omega( \frac{\ln n}{\ln \ln N})$ layers. These results are a partial confirmation of the above conjecture for rational ReLU networks, and provide the first non-constant lower bound on the depth of practically relevant ReLU networks.
MAST: model-agnostic sparsified training
Yury Demidovich, Grigory Malinovsky, Egor Shulgin, Peter Richtárik
We introduce a novel optimization problem formulation that departs from the conventional way of minimizing machine learning model loss as a black-box function. Unlike traditional formulations, the proposed approach explicitly incorporates an initially pre-trained model and random sketch operators, allowing for sparsification of both the model and gradient during training. We establish insightful properties of the proposed objective function and highlight its connections to the standard formulation. Furthermore, we present several variants of the Stochastic Gradient Descent (SGD) method adapted to the new problem formulation, including SGD with general sampling, a distributed version, and SGD with variance reduction techniques. We achieve tighter convergence rates and relax assumptions, bridging the gap between theoretical principles and practical applications, covering several important techniques such as Dropout and Sparse training. This work presents promising opportunities to enhance the theoretical understanding of model training through a sparsification-aware optimization approach.
Strategic Classification With Externalities
Safwan Hossain, Evi Micha, Yiling Chen, Ariel D. Procaccia
We propose a new variant of the strategic classification problem: a principal reveals a classifier, and $n$ agents report their (possibly manipulated) features to be classified. Motivated by real-world applications, our model crucially allows the manipulation of one agent to affect another; that is, it explicitly captures inter-agent externalities. The principal-agent interactions are formally modeled as a Stackelberg game, with the resulting agent manipulation dynamics captured as a simultaneous game. We show that under certain assumptions, the pure Nash Equilibrium of this agent manipulation game is unique and can be efficiently computed. Leveraging this result, PAC learning guarantees are established for the learner: informally, we show that it is possible to learn classifiers that minimize loss on the distribution, even when a random number of agents are manipulating their way to a pure Nash Equilibrium. We also comment on the optimization of such classifiers through gradient-based approaches. This work sets the theoretical foundations for a more realistic analysis of classifiers that are robust against multiple strategic actors interacting in a common environment.
Re-evaluating Open-ended Evaluation of Large Language Models
Siqi Liu, Ian Gemp, Luke Marris, Georgios Piliouras, Nicolas Heess, Marc Lanctot
Evaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are compared on user-submitted prompts, have emerged as a popular solution. Despite their many advantages, we show that the current Elo-based rating systems can be susceptible to and even reinforce biases in data, intentional or accidental, due to their sensitivity to redundancies. To address this issue, we propose evaluation as a 3-player game, and introduce novel game-theoretic solution concepts to ensure robustness to redundancy. We show that our method leads to intuitive ratings and provide insights into the competitive landscape of LLM development.
On the Convergence of No-Regret Dynamics in Information Retrieval Games with Proportional Ranking Functions
Omer Madmon, Idan Pipano, Itamar Reinman, Moshe Tennenholtz
Publishers who publish their content on the web act strategically, in a behavior that can be modeled within the online learning framework. Regret, a central concept in machine learning, serves as a canonical measure for assessing the performance of learning agents within this framework. We prove that any proportional content ranking function with a concave activation function induces games in which no-regret learning dynamics converge. Moreover, for proportional ranking functions, we prove the equivalence of the concavity of the activation function, the social concavity of the induced games and the concavity of the induced games. We also study the empirical trade-offs between publishers' and users' welfare, under different choices of the activation function, using a state-of-the-art no-regret dynamics algorithm. Furthermore, we demonstrate how the choice of the ranking function and changes in the ecosystem structure affect these welfare measures, as well as the dynamics' convergence rate.
BANGS: Game-theoretic Node Selection for Graph Self-Training
Fangxin Wang, Kay Liu, Sourav Medya, Philip S. Yu
Graph self-training is a semi-supervised learning method that iteratively selects a set of unlabeled data to retrain the underlying graph neural network (GNN) model and improve its prediction performance. While selecting highly confident nodes has proven effective for self-training, this pseudo-labeling strategy ignores the combinatorial dependencies between nodes and suffers from a local view of the distribution. To overcome these issues, we propose BANGS, a novel framework that unifies the labeling strategy with conditional mutual information as the objective of node selection. Our approach---grounded in game theory---selects nodes in a combinatorial fashion and provides theoretical guarantees for robustness under noisy objective. More specifically, unlike traditional methods that rank and select nodes independently, BANGS considers nodes as a collective set in the self-training process. Our method demonstrates superior performance and robustness across various datasets, base models, and hyperparameter settings, outperforming existing techniques. The codebase is available on https://github.com/fangxin-wang/BANGS.
When LLMs Play the Telephone Game: Cultural Attractors as Conceptual Tools to Evaluate LLMs in Multi-turn Settings
Jérémy Perez, Grgur Kovač, Corentin Léger, Cédric Colas, Gaia Molinaro, Maxime Derex, Pierre-Yves Oudeyer, Clément Moulin-Frier
As large language models (LLMs) start interacting with each other and generating an increasing amount of text online, it becomes crucial to better understand how information is transformed as it passes from one LLM to the next. While significant research has examined individual LLM behaviors, existing studies have largely overlooked the collective behaviors and information distortions arising from iterated LLM interactions. Small biases, negligible at the single output level, risk being amplified in iterated interactions, potentially leading the content to evolve towards attractor states. In a series of _telephone game experiments_, we apply a transmission chain design borrowed from the human cultural evolution literature: LLM agents iteratively receive, produce, and transmit texts from the previous to the next agent in the chain. By tracking the evolution of text _toxicity_, _positivity_, _difficulty_, and _length_ across transmission chains, we uncover the existence of biases and attractors, and study their dependence on the initial text, the instructions, language model, and model size. For instance, we find that more open-ended instructions lead to stronger attraction effects compared to more constrained tasks. We also find that different text properties display different sensitivity to attraction effects, with _toxicity_ leading to stronger attractors than _length_. These findings highlight the importance of accounting for multi-step transmission dynamics and represent a first step towards a more comprehensive understanding of LLM cultural dynamics.
Lasso Bandit with Compatibility Condition on Optimal Arm
Harin Lee, Taehyun Hwang, Min-hwan Oh
We consider a stochastic sparse linear bandit problem where only a sparse subset of context features affects the expected reward function, i.e., the unknown reward parameter has a sparse structure. In the existing Lasso bandit literature, the compatibility conditions, together with additional diversity conditions on the context features are imposed to achieve regret bounds that only depend logarithmically on the ambient dimension $d$. In this paper, we demonstrate that even without the additional diversity assumptions, the \textit{compatibility condition on the optimal arm} is sufficient to derive a regret bound that depends logarithmically on $d$, and our assumption is strictly weaker than those used in the lasso bandit literature under the single-parameter setting. We propose an algorithm that adapts the forced-sampling technique and prove that the proposed algorithm achieves $\mathcal{O}(\text{poly}\log dT)$ regret under the margin condition. To our knowledge, the proposed algorithm requires the weakest assumptions among Lasso bandit algorithms under the single-parameter setting that achieve $\mathcal{O}(\text{poly}\log dT)$ regret. Through numerical experiments, we confirm the superior performance of our proposed algorithm.
Decoding Game: On Minimax Optimality of Heuristic Text Generation Strategies
Sijin Chen, Omar Hagrass, Jason Matthew Klusowski
Decoding strategies play a pivotal role in text generation for modern language models, yet a puzzling gap divides theory and practice. Surprisingly, strategies that should intuitively be optimal, such as Maximum a Posteriori (MAP), often perform poorly in practice. Meanwhile, popular heuristic approaches like Top-$k$ and Nucleus sampling, which employ truncation and normalization of the conditional next-token probabilities, have achieved great empirical success but lack theoretical justifications. In this paper, we propose Decoding Game, a comprehensive theoretical framework which reimagines text generation as a two-player zero-sum game between Strategist, who seeks to produce text credible in the true distribution, and Nature, who distorts the true distribution adversarially. After discussing the decomposibility of multi-step generation, we derive the optimal strategy in closed form for one-step Decoding Game. It is shown that the adversarial Nature imposes an implicit regularization on likelihood maximization, and truncation-normalization methods are first-order approximations to the optimal strategy under this regularization. Additionally, by generalizing the objective and parameters of Decoding Game, near-optimal strategies encompass diverse methods such as greedy search, temperature scaling, and hybrids thereof. Numerical experiments are conducted to complement our theoretical analysis.
A Theory of Initialisation's Impact on Specialisation
Devon Jarvis, Sebastian Lee, Clémentine Carla Juliette Dominé, Andrew M Saxe, Stefano Sarao Mannelli
Prior work has demonstrated a consistent tendency in neural networks engaged in continual learning tasks, wherein intermediate task similarity results in the highest levels of catastrophic interference. This phenomenon is attributed to the network's tendency to reuse learned features across tasks. However, this explanation heavily relies on the premise that neuron specialisation occurs, i.e. the emergence of localised representations. Our investigation challenges the validity of this assumption. Using theoretical frameworks for the analysis of neural networks, we show a strong dependence of specialisation on the initial condition. More precisely, we show that weight imbalance and high weight entropy can favour specialised solutions. We then apply these insights in the context of continual learning, first showing the emergence of a monotonic relation between task-similarity and forgetting in non-specialised networks. Finally, we show that specialization by weight imbalance is beneficial on the commonly employed elastic weight consolidation regularisation technique.
Separation Power of Equivariant Neural Networks
Marco Pacini, Xiaowen Dong, Bruno Lepri, Gabriele Santin
The separation power of a machine learning model refers to its ability to distinguish between different inputs and is often used as a proxy for its expressivity. Indeed, knowing the separation power of a family of models is a necessary condition to obtain fine-grained universality results. In this paper, we analyze the separation power of equivariant neural networks, such as convolutional and permutation-invariant networks. We first present a complete characterization of inputs indistinguishable by models derived by a given architecture. From this results, we derive how separability is influenced by hyperparameters and architectural choices—such as activation functions, depth, hidden layer width, and representation types. Notably, all non-polynomial activations, including ReLU and sigmoid, are equivalent in expressivity and reach maximum separation power. Depth improves separation power up to a threshold, after which further increases have no effect. Adding invariant features to hidden representations does not impact separation power. Finally, block decomposition of hidden representations affects separability, with minimal components forming a hierarchy in separation power that provides a straightforward method for comparing the separation power of models.
Efficient Online Pruning and Abstraction for Imperfect Information Extensive-Form Games
Boning Li, Longbo Huang
Efficiently computing approximate equilibrium strategies in large Imperfect Information Extensive-Form Games (IIEFGs) poses significant challenges due to the game tree's exponential growth. While pruning and abstraction techniques are essential for complexity reduction, existing methods face two key limitations: (i) Seamless integration of pruning with Counterfactual Regret Minimization (CFR) is nontrivial, and (ii) Pruning and abstraction approaches incur prohibitive computational costs, hindering real-world deployment. We propose Expected-Value Pruning and Abstraction (EVPA), a novel online framework that addresses these challenges through three synergistic components: (i) Expected value estimation using approximate Nash equilibrium strategies to quantify information set utilities, (ii) Minimax pruning before CFR to eliminate a large number of sub-optimal actions permanently, and (iii) Dynamic online information abstraction merging information sets based on their current and future expected values in subgames. Experiments on Heads-up No-Limit Texas Hold'em (HUNL) show EVPA outperforms DeepStack's replication and Slumbot with significant win-rate margins in multiple settings. Remarkably, EVPA requires only $1$\%-$2$\% of the solving time to reach an approximate Nash equilibrium compared to DeepStack's replication.
Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games
Yang Cai, Gabriele Farina, Julien Grand-Clément, Christian Kroer, Chung-Wei Lee, Haipeng Luo, Weiqiang Zheng
We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.
Divergence-Regularized Discounted Aggregation: Equilibrium Finding in Multiplayer Partially Observable Stochastic Games
Runyu Lu, Yuanheng Zhu, Dongbin Zhao
This paper presents Divergence-Regularized Discounted Aggregation (DRDA), a multi-round learning system for solving partially observable stochastic games (POSGs). DRDA is based on action values and applicable to multiplayer POSGs, which can unify normal-form games (NFGs), extensive-form games (EFGs) with perfect recall, and Markov games (MGs). In each single round, DRDA can be viewed as a discounted variant of Follow the Regularized Leader (FTRL) under a general value function for POSGs. While previous studies on discounted FTRL have demonstrated its last-iterate convergence towards quantal response equilibrium (QRE) in NFGs, this paper extends the theoretical results to POSGs under divergence regularization and generalizes the QRE concept of Nash distribution. The linear last-iterate convergence of single-round DRDA to its rest point is proved under the assumption on the hypomonotonicity of the game. When the rest point is unique, it induces the unique Nash distribution defined in the POSG, which has a bounded deviation from Nash equilibrium (NE). Under multiple learning rounds, DRDA keeps replacing the base policy for divergence regularization with the policy at the rest point in the previous round. It is further proved that the limit point of multi-round DRDA must be an exact NE (rather than a QRE). In experiments, discrete-time DRDA can converge to NE at a near-exponential rate in (multiplayer) NFGs and outperform the existing baselines for EFGs, MGs, and typical POSGs.
Exact Computation of Any-Order Shapley Interactions for Graph Neural Networks
Maximilian Muschalik, Fabian Fumagalli, Paolo Frazzetto, Janine Strotherm, Luca Hermes, Alessandro Sperduti, Eyke Hüllermeier, Barbara Hammer
Albeit the ubiquitous use of Graph Neural Networks (GNNs) in machine learning (ML) prediction tasks involving graph-structured data, their interpretability remains challenging. In explainable artificial intelligence (XAI), the Shapley Value (SV) is the predominant method to quantify contributions of individual features to a ML model’s output. Addressing the limitations of SVs in complex prediction models, Shapley Interactions (SIs) extend the SV to groups of features. In this work, we explain single graph predictions of GNNs with SIs that quantify node contributions and interactions among multiple nodes. By exploiting the GNN architecture, we show that the structure of interactions in node embeddings are preserved for graph prediction. As a result, the exponential complexity of SIs depends only on the receptive fields, i.e. the message-passing ranges determined by the connectivity of the graph and the number of convolutional layers. Based on our theoretical results, we introduce GraphSHAP-IQ, an efficient approach to compute any-order SIs exactly. GraphSHAP-IQ is applicable to popular message passing techniques in conjunction with a linear global pooling and output layer. We showcase that GraphSHAP-IQ substantially reduces the exponential complexity of computing exact SIs on multiple benchmark datasets. Beyond exact computation, we evaluate GraphSHAP-IQ’s approximation of SIs on popular GNN architectures and compare with existing baselines. Lastly, we visualize SIs of real-world water distribution networks and molecule structures using a SI-Graph.
The Complexity of Two-Team Polymatrix Games with Independent Adversaries
Alexandros Hollender, Gilbert Maystre, Sai Ganesh Nagarajan
Adversarial multiplayer games are an important object of study in multiagent learning. In particular, polymatrix zero-sum games are a multiplayer setting where Nash equilibria are known to be efficiently computable. Towards understanding the limits of tractability in polymatrix games, we study the computation of Nash equilibria in such games where each pair of players plays either a zero-sum or a coordination game. We are particularly interested in the setting where players can be grouped into a small number of teams of identical interest. While the three-team version of the problem is known to be PPAD-complete, the complexity for two teams has remained open. Our main contribution is to prove that the two-team version remains hard, namely it is CLS-hard. Furthermore, we show that this lower bound is tight for the setting where one of the teams consists of multiple independent adversaries. On the way to obtaining our main result, we prove hardness of finding any stationary point in the simplest type of non-convex-concave min-max constrained optimization problem, namely for a class of bilinear polynomial objective functions.
Exploring The Loss Landscape Of Regularized Neural Networks Via Convex Duality
Sungyoon Kim, Aaron Mishkin, Mert Pilanci
We discuss several aspects of the loss landscape of regularized neural networks: the structure of stationary points, connectivity of optimal solutions, path with non-increasing loss to arbitrary global optimum, and the nonuniqueness of optimal solutions, by casting the problem into an equivalent convex problem and considering its dual. Starting from two-layer neural networks with scalar output, we first characterize the solution set of the convex problem using its dual and further characterize all stationary points. With the characterization, we show that the topology of the global optima goes through a phase transition as the width of the network changes, and construct counterexamples where the problem may have a continuum of optimal solutions. Finally, we show that the solution set characterization and connectivity results can be extended to different architectures, including two layer vector-valued neural networks and parallel three-layer neural networks.