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   <dim:field mdschema="dc" element="contributor" qualifier="advisor">Ozdaglar, Asuman</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="advisor">Farina, Gabriele</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author">Liu, Mingyang</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2025-03-27T16:58:22Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="issued">2025-02</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="submitted">2025-03-04T17:28:56.371Z</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">https://hdl.handle.net/1721.1/158922</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract">In this thesis, we explore the design of algorithms capable of handling large games where the state space is too large to store strategies in a tabular format from a theoretical perspective. Specifically, we focus on developing algorithms suitable for deep reinforcement learning in two-player zero-sum extensive-form games. There are three critical properties for effective deep multi-agent reinforcement learning: (last/best) iterate convergence, efficient utilization of stochastic trajectory feedback, and theoretically sound avoidance of importance sampling corrections. Chapter 3 introduces Regularized Optimistic Mirror Descent (Reg-OMD), which provably converges to the Nash equilibrium (NE) linearly in last-iterate. Chapter 4 shows that algorithms based on regret decomposition enjoy best-iterate convergence to the NE. Chapter 5 proposes Q-value based Regret Minimization (QFR), which achieves all three properties simultaneously.</dim:field>
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   <dim:field mdschema="dc" element="publisher">Massachusetts Institute of Technology</dim:field>
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   <dim:field mdschema="dc" element="title">On Solving Larger Games: Designing New Algorithms Adaptable to Deep Reinforcement Learning</dim:field>
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   <dim:field mdschema="thesis" element="degree" qualifier="name">Master of Science in Electrical Engineering and Computer Science</dim:field>
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   	&lt;Title>On Solving Larger Games: Designing New Algorithms Adaptable to Deep Reinforcement Learning&lt;/Title>
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   	&lt;PublicationDate>2025-02&lt;/PublicationDate>
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        	&lt;DisplayName>Liu, Mingyang&lt;/DisplayName>
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   	&lt;Abstract>In this thesis, we explore the design of algorithms capable of handling large games where the state space is too large to store strategies in a tabular format from a theoretical perspective. Specifically, we focus on developing algorithms suitable for deep reinforcement learning in two-player zero-sum extensive-form games. There are three critical properties for effective deep multi-agent reinforcement learning: (last/best) iterate convergence, efficient utilization of stochastic trajectory feedback, and theoretically sound avoidance of importance sampling corrections. Chapter 3 introduces Regularized Optimistic Mirror Descent (Reg-OMD), which provably converges to the Nash equilibrium (NE) linearly in last-iterate. Chapter 4 shows that algorithms based on regret decomposition enjoy best-iterate convergence to the NE. Chapter 5 proposes Q-value based Regret Minimization (QFR), which achieves all three properties simultaneously.&lt;/Abstract>
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