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Why Imitate, and If So, How? Karl H. Schlag

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Why Imitate, and If So, How?

Karl H. Schlag

Manuel Milling, Severin Wünsch

Institut für Physik der Universität Augsburg

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Motivation The Model

Imitation Behavioral Rules

Improving Rules

Drawback of Switch If Better Proportional Imitation Rule Selecting among Improving Rules Population Dynamics

Non-Stationary Multi-Armed Bandit Conclusion

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Motivation

Motivation

I Multi-armed bandit as a common problem in game theory

I Individuals in a population choose different actions

I Different actions lead to different (randomly) distributed payoffs

I Goal: Find strategy to maximize payoff without global knowledge

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The Model

I Multi-armed bandit:

I Range of payoffs [α;ω]

I 2 arms

I stationary probability distributions of payoffs

I Population:

I 2 individuals

I Each individual chooses an action (arm) each round depending on its behavior rules

I New individuals can replace old ones (with the same knowledge)

Figure: Slot machines in Las Vegas

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The Model

Imititation

I What means imitation?

I An individual memorizes only its last action and payoff

I An individual also samples the last action and payoff of another randomly chosen individual

I Animitating behaviormeans to either switch to the action of the other individual or to stay with the own action (no random action possible)

I This choice is based on the own and the sampled payoff

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Formalization of Behavioral Rules (1)

I A Multi-armed bandit consists of a set of armsA, each arm has a payoff distribution bounded by [α;ω]

I An individual knows its last actioni with payoffx and the last action j with payoffy of the sampled individual

I The individual chooses actionk for the next step with a certain Probability:

F(i,x,j,y)k →∆(A)

I According to imitation k ∈ {i,j}

F(i,x,j,y)i+F(i,x,j,y)j = 1

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Behavioral Rules

Examples for Behavior Rules

I Never Switch

F(i,x,j,y)j = 0

I Always Switch

F(i,x,j,y)j = 1

I Switch if Better

F(i,x,j,y)j =

( 1, x <y 0, xy

I Proportional Imitation Rule F(i,x,j,y)j =

( σ(yx), x<y

0, xy

σ: constant

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Formalization of Behavioral Rules (2)

I Probability that individuali (sampling j) chooses actionk without knowing the payoffs:

Fijk =X

x,y

F(i,x,j,y)kPi(x)Pj(y)

I Pi(x): Probability of retrieving payoffx with action i

I Pj(y): Analogue

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Behavioral Rules

Objective for behavioral rule

I Goal: Achieve best average payoff

I Performance of behavioral rule depends on multi-armed bandit

I Assuming a population W of N individuals in a state sAN at a time t, the expected payoff of an individual with behavioral ruleF at time t+ 1 equals to

EF,stπ0 = 1 N

X

c∈W

X

d∈W\{c}

Pr(c d)X

r∈A

Fsrt(c)st(d)πr

Pr(c d): Probability that individualc samples individual d πr: Expected payoff of actionr

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Improving Rules

I A well performing behavioral rule should perform well on every multi-armed bandit in every state

I Reference rule: Never Switch with average payoff ¯π(st)

I Definition: A behavioral rule is improvingif the expected improvement

EIPF(st) :=EF,stπ0π(s¯ t)

is greater or equal to 0 for any state s and multi-armed bandit.

⇒ An improving rule works at least as good as ’Never Switch’ in any scenario

Degenerated Improving Rules

I E.g. Never Switch and Always Switch are improving

I Both will not increase expected payoff

→ Degenerated improving rules

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Behavioral Rules

Lemma about improving rules

I Lemma: Let F be a behavioral rule. Then F is improving if and only if F is imitating and for any i,jA,i 6=j

(FijjFjii)(πjπi)≥0

I Proof:

I Imitation is necessary due to existing information. Proof by contradiction with appropriate multi-armed bandit.

I if- and only-if-Statement EIPF(s) = 1

N X

c∈W

X

d∈W\{c}

Pr(c d)Fs(c)s(d)s(d) s(d)πs(c)]

with a symmetric sampling probability

EIPF(s) = 1 N

X

i<j

X

c:s(c)=i d:s(d)=j

Pr(c d)

(Fijj Fjii)(πjπi)

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Drawback of Switch If Better

I Switch if better is not an improving rule for every multi-armed bandit

I It can not distinguish between lucky and certain payoffs

I Counterexample:

I x(α,+ω)/2), P1(x) = 1, P2(α) =λ, P2(ω) = 1λ, 0< λ <1

I π2> π1if and only if λ < ω−αω−x

I F122 = 1λandF211 =λ

I F211 >F122 if and only if λ > 12

I when 12< λ <x)/(ωα)(F122 F211)(π2π1)<0

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Behavioral Rules

Theorem 1

I Theorem: The behavioral rule is improving if and only if

I F is imitating and

I For all i,jA,i6=j, there existsσij =σji[0,1/(ωα)] such that F(i,x,j,y)F(j,y,i,x) =σij(yx) for all x,y[α, ω]

I Time-intensive proof but,

I Fulfills first Lemma

F(i,x,j,y)jF(j,y,i,x)i=σij(yx), σij0 P

x,yPi(x)Pj(y)

= FijjFjii =σijjπi)0

I Improving rules like Never Switch, Always Switch fulfill this Lemma

I Non-improving rule Switch if better doesn’t fulfill this Lemma

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Corollary about Degenerate improving Rules

I Corollary: An improving rule is degenerate if and only if σij = 0 for all i,jA,i 6=j

I Never Switch and always Switch are degenerated improving rules

I ⇒ non degenerated improving rules induce stochastic behaviour

I σ≤1/(ω−α) implies that multi-armed bandits with unbounded payoffs only have degenerated improving rules.

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Behavioral Rules

Selecting among Improving Rules

I Adominant rule always generates the best expected improvement among all improving rules

I Dominant rules maximize the improvement of average expected payoff in a monomorphic population

EIPF(s) =

1 N

X

i<j

X

c:s(c)=i d:s(d)=j

Pr(c d)

σijjπi)2

I Proposition: A behavioral rule is a dominant rule if and only if it is improving and for any i 6=j,σij = 1/(ω−α)

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Theorem 2

Fp is the unique dominant rule that satisfies any one of the following properties:

I (i) It never prescribes to imitate an action that achieved a lower payoff

I (ii) In each multi-armed bandit and state it minimizes the probability of switching among dominant rules

I (iii) For each multi-armed bandit and current state it minimizes the variance of the average payoff in a monomorphic population in the next round among dominant rules

Proof can be derived from theorem 1

Fp maximizes the probability that average payoffs realized in monomorphic population increase over time

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Population Dynamics

Theorem 3

I Large population ofN 1 individuals following rule F (monomorphic).

I Random and independent sampling

I Theorem 3:

For eachδ >0, >0and T ∈Nthere exists N0 ∈N such that for any population size N>N0 and any initial statep˜∈∆N(A), the event {kpN(T)−p(T)k> δ} occurs with a probability less than where pN(1) =p(1) = ˜p and (p(t))t∈N satisfies

pi(t+ 1) =X

j,r

pj(t)pr(t)Fjri t ∈N,

wherepi(t) denotes the ratio of individuals performing action i in round t to the total number of individualsN.

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Theorem 3 (2)

I Proof follows induction overT

I Theorem 3 holds for short-run dynamics (smallT) of a population with a fix numberN of individuals.

I Long run behavior can differ dramatically from Theorem 3

I Remark: In a finite population there is a positive probability that all individuals will be playing the worst action after a finite number of rounds.

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Population Dynamics

Theorem 3 for infinite populations

I infinite populations will behave deterministic:

pi(t+ 1) =pi(t) +pi(t)X

j∈A

σijpj(t)(πiπj)

I In the long run, a non degenerated rule (σij >0) will lead each individual of an infinite population to choose the action with the highest expected payoff.

I Using the optimal rule leads to

pi(t+ 1) =pi(t) +pi(t) 1

ωαiπ(p(t)))¯ with ¯π(p(t)) =Piπipi

I It can be shown that for a sufficient large population using the optimal rule, the probability is extremely high that all individuals will choose actions with a maximal payoff in the long run

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Non-Stationary Multi-Armed Bandit

I Changes in payoff distributions

I Example:

I Individuals from two different groups are repeatedly randomly matched to play a one shot game

I Changes in payoff distribution result from different opponents

I Sampling occurs within each population

I Switching now depends on the population state

I Payoffs are limited for each groupi1,2 by [αi, ωi] Optimal Behavior

I An individual acts as they were facing a stationary bandit with optimal switching rate 1/(ωiαi)

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Conclusion

Conclusion

I Non degenerated improving rules increase the expected payoff for an individual for every restricted multi-armed bandit and population state

I The unique dominant rule performing better than every other improving rule is the Proportional Improving Rule

F(i,x,j,y)F(j,y,i,x) =σij(y−x) withσij = 1/(ω−α)

I If two individuals are sampled, dominant rules do not exist

I Using the unique dominant rule most certainly leads all individuals of a large population to choose an action with the highest expected payoff in the long run

I For unlimited knowledge Imitate if Better is the unique dominant rule

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