A growing number of machine learning architectures, such as Generative Adversarial Networks, rely on the design of games which implement a desired functionality via a Nash equilibrium. In practice these games have an implicit complexity (e.g. from underlying datasets and the deep networks used) that makes directly computing a Nash equilibrium impractical or impossible. For this reason, numerous learning algorithms have been developed with the goal of iteratively converging to a Nash equilibrium. Unfortunately, the dynamics generated by the learning process can be very intricate and instances of training failure hard to interpret. In this paper we show that, in a strong sense, this dynamic complexity is inherent to games. Specifically, we prove that replicator dynamics, the continuous-time analogue of Multiplicative Weights Update, even when applied in a very restricted class of games -- known as finite matrix games -- is rich enough to be able to approximate arbitrary dynamical systems. Our results are positive in the sense that they show the nearly boundless dynamic modelling capabilities of current machine learning practices, but also negative in implying that these capabilities may come at the cost of interpretability. As a concrete example, we show how replicator dynamics can effectively reproduce the well-known strange attractor of Lonrenz dynamics (the "butterfly effect") while achieving no regret.
翻译:越来越多的机器学习结构,如Genemental Aversarial Networks等,依赖设计能通过纳什均衡实现理想功能的游戏设计。 实际上,这些游戏具有隐含的复杂性(例如来自基础数据集和使用的深网络),直接计算纳什平衡不切实际或不可能。 因此,已经开发了许多学习算法,目的是迭代地融合到纳什均衡。 不幸的是,学习过程产生的动态可能非常复杂,培训失败难以解释。 在本文中,我们表明,从强烈的意义上说,这种动态的复杂性是游戏所固有的。具体地说,我们证明,复制机的动态,即连续时间模拟多复制式透视更新,即使应用在非常有限的游戏类别中(称为有限的矩阵游戏),也足以接近任意的动态系统。我们的结果是积极的,因为它们显示了当前机器学习做法几乎无限的动态建模能力,但同时也是负面的,暗示这些能力可能以可解释的代价为代价。具体地说,我们证明,复制机能如何有效复制“吸引恒定的磁带”的动力,同时,我们展示的是,我们如何复制“吸引了令人为人所知的振动的振动的磁力。