Search arXivSearch

arXiv · 2302.04789

Learning in Quantum Common-Interest Games and the Separability Problem

Abstract

Learning in games has emerged as a powerful tool for machine learning with numerous applications. Quantum games model interactions between strategic players who have access to quantum resources, and several recent works have studied {learning in} the competitive regime of quantum zero-sum games. Going beyond this setting, we introduce quantum common-interest games (CIGs) where players have density matrices as strategies and their interests are perfectly aligned. We bridge the gap between optimization and game theory by establishing the equivalence between KKT (first-order stationary) points of an instance of the Best Separable State (BSS) problem and the Nash equilibria of its corresponding quantum CIG. This allows learning dynamics for the quantum CIG to be seen as decentralized algorithms for the BSS problem. Taking the perspective of learning in games, we then introduce non-commutative extensions of the continuous-time replicator dynamics and the discrete-time best response dynamics/linear multiplicative weights update for learning in quantum CIGs. We prove analogues of classical convergence results of the dynamics and explore differences which arise in the quantum setting. Finally, we corroborate our theoretical findings through extensive experiments.

Explore related subjects

Keep this discovery

BibTeXRIS

Wayne Lin, Georgios Piliouras, Ryann Sim, Antonios Varvitsiotis. 2023-02-09. Learning in Quantum Common-Interest Games and the Separability Problem. https://doi.org/10.22331/q-2025-04-03-1689

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT