Learning in environments with
agents we don’t control
WRANE — November, 2010 — Geoff Gordon 2
Making models
Skill of making models that represent reality
‣ bringing in other disciplines (besides CS AI econ stats math control philosophy)
How do we describe intelligent agents?
What (approximate) equilibria (or other solution concepts) are relevant?
WRANE — November, 2010 — Geoff Gordon 3
Setting up the learning problem
How do we even measure success of learning?
How do we express prior information?
What is visible? (actions, outcomes, payoffs—for self, other agents)
WRANE — November, 2010 — Geoff Gordon 4
How do we get the data?
Exploration / experimentation (vs. exploitation)
‣ problem of driving off a cliff
‣ but more problems for games: e.g., accidentally revealing info
Want to avoid being taught and exploited
Want to present a “table image”
WRANE — November, 2010 — Geoff Gordon 5
Complexity
Can we get generalization bounds analogous to those from COLT, statistics?
How do we measure complexity of a model or model class? Choose the right complexity?
Are we doomed to model opponents as less complex than ourselves? Is this a problem?
What if the [game, opponent set] changes: how stable are our performance metrics and generalization bounds?
WRANE — November, 2010 — Geoff Gordon 6
Complexity, cont’d
Ensembles
‣ work really well in Netflix, KDD cup; not as well in Lemonade Stand
‣ is there something about our [adversarial, dynamic, non-Markovian] setting that hurts them?