Rational Learning Leads to Nash Equilibrium Ehud Kalai and Ehud Lehrer Econometrica, Vol. 61 No. 5 (Sep 1993), 1019-1045 Presented by Vincent Mak

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Rational Learning Leads to Nash Equilibrium Ehud Kalai and Ehud Lehrer Econometrica, Vol. 61 No. 5 (Sep 1993), Presented by Vincent Mak for Comp670O, Game Theoretic Applications in CS, Spring 2006, HKUST

Rational Learning2 Introduction How do players learn to reach Nash equilibrium in a repeated game, or do they? Experiments show that they sometimes do, but hope to find general theory of learning Hope to allow for wide range of learning processes and identify minimal conditions for convergence Fudenberg and Kreps (1988), Milgrom and Roberts (1991) etc. The present paper is another attack on the problem Companion paper: Kalai and Lehrer (1993), Econometrica, Vol. 61,

Rational Learning3 Model n players, infinitely repeated game The stage game (i.e. game at each round) is normal form and consists of: 1.n finite sets of actions, Σ 1, Σ 2, Σ 3 … Σ n with denoting the set of action combinations 2.n payoff functions u i : Σ  Perfect monitoring: players are fully informed about all realised past action combinations at each stage

Rational Learning4 Model Denote as H t the set of histories up to round t and thus of length t, t = 0, 1, 2, … i.e. H t = Σ t and Σ 0 = {Ø} Behaviour strategy of player i is f i : U t H t  Δ(Σ i ) i.e. a mapping from every possible finite history to a mixed stage game strategy of i Thus f i (Ø) is the i ’s first round mixed strategy Denote by z t = (z 1 t, z 2 t, … ) the realised action combination at round t, giving payoff u i (z t ) to player i at that round The infinite vector (z 1, z 2, …) is the realised play path of the game

Rational Learning5 Model Behaviour strategy vector f = (f 1, f 2, … ) induces a probability distribution μ f on the set of play paths, defined inductively for finite paths: μ f (Ø) = 1 for Ø denoting the null history μ f (ha) = μ f (h) x i f i (h)(a i ) = probability of observing history h followed by action vector a consisting of a i s, actions selected by i s

Rational Learning6 Model In the limit of Σ ∞, the finite play path h needs be replaced by cylinder set C(h) consisting of all elements in the infinite play path set with initial segment h; then f induces μ f (C(h)) Let F t denote the σ-algebra generated by the cylinder sets of histories of length t, and F the smallest σ-algebra containing all of F t s μ f defined on (Σ ∞, F ) is the unique extension of μ f from F t to F

Rational Learning7 Model Let λ i є (0,1) be the discount factor of player i ; let x i t = i ’s payoff at round t. If the behaviour strategy vector f is played, then the payoff of i in the repeated game is

Rational Learning8 Model For each player i, in addition to her own behaviour strategy f i, she has a belief f i = (f i 1, f i 2, … f i n ) of the joint behaviour strategies of all players, with f i i = f i (i.e. i knows her own strategy correctly) f i is an ε best response to f -i i (combination of behaviour strategies from all players other than i as believed by i ) if U i (f -i i, b i ) - U i (f -i i, f i ) ≤ ε for all behaviour strategies b i of player I, ε ≥ 0. ε = 0 corresponds to the usual notion of best response

Rational Learning9 Model Consider behaviour strategy vectors f and g inducing probability measures μ f and μ g μ f is absolutely continuous with respect to μ g, denoted as μ f 0  μ g (A) > 0 Call f << f i if μ f << μ f i Major assumption: If μ f is the probability for realised play paths and μ f i is the probability for play paths as believed by player i, μ << μ f i

Rational Learning10 Kuhn’s Theorem Player i may hold probabilistic beliefs of what behaviour strategies j ≠ i may use (i assumes other players choose strategies independently) Suppose i believes that j plays behaviour strategy f j,r with probability p r (r is an index for elements of the support of j ’s possible behaviour strategies according to i ’s belief) Kuhn’s equivalent behaviour strategy f j i is: where the conditional probability is calculated according to i ’s prior beliefs, i.e. p r, for all the r s in the support – a Bayesian updating process, important throughout the paper

Rational Learning11 Definitions Definition 1: Let ε > 0 and let μ and μ be two probability measures defined on the same space. μ is ε-close to μ if there exists measurable set Q such that: 1. μ(Q) and μ(Q) are greater than 1- ε 2. For every measurable subset A of Q, (1-ε) μ(A) ≤ μ(A) ≤ (1+ε) μ(A) -- A stronger notion of closeness than |μ(A) - μ(A)| ≤ ε

Rational Learning12 Definitions Definition 2: Let ε ≥ 0. The behaviour strategy vector f plays ε-like g if μ f is ε-close to μ g Definition 3: Let f be a behaviour strategy vector, t denote a time period and h a history of length t. Denote by hh’ the concatenation of h with h’, a history of length r (say) to form a history of length t + r. The induced strategy f h is defined as f h (h’ ) = f (hh’ )

Rational Learning13 Main Results: Theorem 1 Theorem 1: Let f and f i denote the real behaviour strategy vector and that believed by i respectively. Assume f 0 and almost every play path z according to μ f, there is a time T (= T(z, ε)) such that for all t ≥ T, f z(t) plays ε-like f z(t) i Note the induced μ for f z(t) etc. are obtained by Bayesian updating “Almost every” means convergence of belief and reality only happens for the realisable play paths according to f

Rational Learning14 Subjective equilibrium Definition 4: A behaviour strategy vector g is a subjective ε-equilibrium if there is a matrix of behaviour strategies (g j i ) 1≤i,j≤n with g j i = g j such that i) g j is a best response to g -i i for all i = 1,2 …n ii) g plays ε-like g j for all i = 1,2 …n ε = 0  subjective equilibrium; but μ g is not necessarily identical to μ g i off the realisable play paths and the equilibrium is not necessarily identical to Nash equilibrium (e.g. one-person multi-arm bandit game)

Rational Learning15 Main Results: Corollary 1 Corollary 1: Let f and {f i } denote the real behaviour strategy vector and that believed by i respectively, for i = 1,2... n. Suppose that, for every i : i) f j i = f j is a best response to f -i i ii) f << f i Then for every ε > 0 and almost every play path z according to μ f, there is a time T (= T(z, ε)) such that for all t ≥ T, {f z(t) i, i = 1,2…n} is a subjective ε-equilibrium This corollary is a direct result of Theorem 1

Rational Learning16 Main Results: Proposition 1 Proposition 1: For every ε > 0 there is η > 0 such that if g is a subjective η-equilibrium then there exists f such that: i) g plays ε-like f ii) f is an ε-Nash equilibrium Proved in the companion paper, Kalai and Lehrer (1993)

Rational Learning17 Main Results: Theorem 2 Theorem 2: Let f and {f i } denote the real behaviour strategy vector and that believed by i respectively, for i = 1,2... n. Suppose that, for every i : i) f j i = f j is a best response to f -i i ii) f << f i Then for every ε > 0 and almost every play path z according to μ f, there is a time T (= T(z, ε)) such that for all t ≥ T, there exists an ε-Nash equilibrium f of the repeated game satisfying f z(t) plays ε-like f This theorem is a direct result of Corollary 1 and Proposition 1

Rational Learning18 Alternative to Theorem 2 Alternative, weaker definition of closeness: for ε > 0 and positive integer l, μ is (ε,l)-close to μ if for every history h of length l or less, |μ(h)-μ(h)| ≤ ε f plays (ε,l)-close to g if μ f is (ε,l)-close to μ g “Playing ε the same up to a horizon of l periods” With results from Kalai and Lehrer (1993), can replace last part of Theorem 2 by: … Then for every ε > 0 and a positive integer l, there is a time T (= T(z, ε, l)) such that for all t ≥ T, there exists a Nash equilibrium f of the repeated game satisfying f z(t) plays (ε,l)-like f

Rational Learning19 Theorem 3 Define information partition series { P t } t as increasing sequence (i.e. P t+1 refines P t ) of finite or countable partitions of a state space Ω (with elements ω ); agent knows the partition element P t (ω) є P t she is in at time t but not the exact state ω Assume Ω has σ-algebra F that is the smallest that contains all elements of { P t } t ; let F t be the σ- algebra generated by P t Theorem 3: Let μ 0 there is a random time t(ε) such that for all r ≥ r(ε), μ (.|P r (ω)) is ε-close to μ (.|P r (ω)) Essentially the same as Theorem 1 in context

Rational Learning20 Proposition 2 Proposition 2: Let μ 0 there is a random time t (ε) such that for all s ≥ t ≥ t (ε), Proved by applying Radon-Nikodym theorem and Levy’s theorem This proposition satisfies part of the definition of closeness that is needed for Theorem 3

Rational Learning21 Lemma 1 Let { W t } be an increasing sequence of events satisfying μ(W t )↑ 1. For every ε > 0 there is a random time t (ε) such that any random t ≥ t (ε) satisfies μ { ω; μ(W t | P t (ω)) ≥ 1- ε} = 1 With W t = {ω ; | E(φ| F s )(ω)/ E(φ| F t )(ω)-1|< ε for all s ≥ t }, Lemma 1 together with Proposition 2 imply Theorem 3