Game Theory and Machine Learning
with relevance to Biological Development
Why use game theory?
Models deal with imperfect information. Models also deal with interactions between agents (or networks) and need to generate context given previous interactions.
Game theory (Wikipedia): mathematical models of conflict and cooperation between intelligent decision-makers.
Basic unit of analysis: payoff matrix (example: theory of cooperative sedentism -- all groups agree to not move, leads to lack of conflict)
| Move | No move |
Move | 0 | -2 |
No move | -2 | 1 |
Deep Learning (DL)
A survey of game theoretic approach for adversarial machine learning.
Zhou, Kantarcioglu, Xi (2018) WIREs Data Mining and Knowledge Discovery, doi:10.1002/widm.1259
DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker
Moravcık et.al (2017) arXiv, 1701.01724
Reinforcement Learning (RL)
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning
Lamont et.al (2017) arXiv, 1711.00832
Generator
(Adversarial Examples)
Discriminator
(distinguish real/fake examples)
vs.
Generator
(Adversarial Examples)
Discriminator
(distinguish real/fake examples)
Generator and Discriminator play a zero-sum noncooperative (minimax) game.
vs.
Generator
(Adversarial Examples)
Discriminator
(distinguish real/fake examples)
Generator and Discriminator play a zero-sum noncooperative (minimax) game.
In cases where problem is non-convex, cost functions oscillate as players try to max/min.
vs.
Nash Equilibrium
Gains and losses of utility for one player are balanced by losses or gains for other player.
Matching pennies is an example of a game where no Nash equilibrium exists: outcomes are random (not payoffs), switching strategies should be common (and occasionally advantageous for one player).
Example: “Brain” and “Mind” flip coins and each reveal either “heads” or “tails”. If coins match, “Brain” wins. If coins do not match, “Mind” wins.
| HEADS | TAILS |
HEADS | Brain (1), Mind (-1) | Brain (-1), Mind (1) |
TAILS | Brain (-1), Mind (1) | Brain (1), Mind (-1) |
Semantics, Representations and Grammars for Deep Learning
David Balduzzi
https://arxiv.org/pdf/1509.08627.pdf
TOP: competition between art forger and museum curator with goal of Nash equilibrium.
RIGHT: application of Nash equilibrium to reinforcement learning models.
Self-Play
Competition between two models (or agents) on a range of basic games
Bansal, Pachocki, Sidor, Sutskever, Mordatch
Emergent Complexity via Multi-Agent Competition, arXiv, 1710.03748
Mnih et.al (2015). Human-level control through deep reinforcement learning. Nature, 518, 529–533.
Applying Game Theory to Biological Development
Games Against Nature
Single rational player plays a pure or mixed against nature (random, mixed strategy). Strategy: carry an umbrella (U) or not (N).
Observer Strategy | U | N | N | U | U | U | N |
Payoff | 0 | 1 | -1 | 1 | 1 | 0 | 1 |
Random Generator (entropy of states are location-dependent.
Forecast is imperfect information,
informs deployed strategy.
Figure 1 in Scientific Reports, 8, 3514 (2018).
Distinctions between games against non-random (sentient) opponent and stochastic process (lottery):
Mean Field Games
Study of differential games with large populations of rational players
Goal is to understand Nash equilibrium states of these systems
Mean-Field-Type Games in Engineering
arXiv, 1605.03281
Mean-field-type games
AIMS Mathematics, 2(4), 706–735
First developed for market where there are multiple competing firms.
First-mover Games (and Stackleberg competition)
EXAMPLE (from markets):
Example: Tic-tac-toe and Minimax optimization
Tic-tac-toe is an example of first-mover dynamics.
Stone et.al BioSystems, 173, 73-82 (2018)
Embryo can also be analyzed as a first-mover (Stackleberg) game:
Sublineage 1 and 2 are established, 1 has a size/position advantage.
Second move: sublineage 1 mother divides before 2, advantage (leader).
Third move: sublineage 2 mother divides (folllower).
Fourth move: another division event in sublineage 1, further advantage for 1.