Empirical game-theoretic analysis (EGTA) is primarily focused on learning the equilibria of simulation-based games. Recent approaches have tackled this problem by learning a uniform approximation of the game's utilities, and then applying precision-recall theorems: i.e., all equilibria of the true game are approximate equilibria in the estimated game, and vice-versa. In this work, we generalize this approach to all game properties that are well behaved (i.e., Lipschitz continuous in utilities), including regret (which defines Nash and correlated equilibria), adversarial values, and power-mean and Gini social welfare. Further, we introduce a novel algorithm -- progressive sampling with pruning (PSP) -- for learning a uniform approximation and thus any well-behaved property of a game, which prunes strategy profiles once the corresponding players' utilities are well-estimated, and we analyze its data and query complexities in terms of the a priori unknown utility variances. We experiment with our algorithm extensively, showing that 1) the number of queries that PSP saves is highly sensitive to the utility variance distribution, and 2) PSP consistently outperforms theoretical upper bounds, achieving significantly lower query complexities than natural baselines. We conclude with experiments that uncover some of the remaining difficulties with learning properties of simulation-based games, in spite of recent advances in statistical EGTA methodology, including those developed herein.
翻译:实实在在的游戏理论分析(EGTA)主要侧重于学习模拟游戏的平衡性(EGTA) 。 最近的方法已经通过学习游戏公用设施的统一近似近似来解决这个问题,然后运用精确的回调理论:即真实游戏的所有平衡性都是估计游戏的近似平衡性,反之亦然。在这项工作中,我们将这一方法推广到所有行为良好的游戏属性(即,利普西茨在公用事业中的持续功能差异),包括遗憾(它定义了纳什和相对平衡性)、对称价值、权力平均值和吉尼社会福利。此外,我们引入了一种新型算法 -- -- 与运行(PSP)一起逐步取样,以学习一个游戏的统一近似平衡性,从而拥有任何良好的属性。 在对相应玩家的公用设施进行精度评估后,我们从先前未知的公用设施差异的角度分析了它的数据和复杂性。我们用算法广泛进行了实验,显示1) 质询PSP保存了一些最新的理论性研究,其中含有持续性价评估的精确度,从而得出了EBLILE的精确度。