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Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data

机译:从行为数据中学习大型人口图形游戏的结构和参数

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We consider learning, from strictly behavioral data, thestructure and parameters of linear influence games(LIGs), a class of parametric graphical games introduced byIrfan and Ortiz (2014). LIGs facilitate causal strategicinference (CSI): Making inferences from causal interventionson stable behavior in strategic settings. Applications includethe identification of the most influential individuals in large(social) networks. Such tasks can also support policy-makinganalysis. Motivated by the computational work on LIGs, we castthe learning problem as maximum-likelihood estimation (MLE) of agenerative model defined by pure-strategy Nash equilibria(PSNE). Our simple formulation uncovers the fundamentalinterplay between goodness-of-fit and model complexity: goodmodels capture equilibrium behavior within the data whilecontrolling the true number of equilibria, including thoseunobserved. We provide a generalization bound establishing thesample complexity for MLE in our framework. We propose severalalgorithms including convex loss minimization (CLM) andsigmoidal approximations. We prove that the number of exact PSNEin LIGs is small, with high probability; thus, CLM is sound. Weillustrate our approach on synthetic data and real-world U.S.congressional voting records. We briefly discuss our learningframework's generality and potential applicability to generalgraphical games. color="gray">
机译:我们考虑从严格行为数据中学习线性影响游戏(LIG)的结构和参数,线性影响游戏是由Irfan和Ortiz(2014)引入的一类参数图形游戏。 LIG有助于因果战略推断(CSI):根据因果干预从战略环境中的稳定行为中进行推断。应用包括识别大型(社交)网络中最有影响力的个人。这些任务也可以支持决策分析。基于LIG的计算工作,我们将学习问题转换为由纯策略纳什均衡(PSNE)定义的老化模型的最大似然估计(MLE)。我们的简单公式揭示了拟合优度和模型复杂性之间的根本相互作用:好的模型捕获数据内的平衡行为,同时控制真正的平衡数,包括未观察到的平衡数。我们提供了一个概括边界,用于在我们的框架中建立MLE的样本复杂度。我们提出了几种算法,包括凸损失最小化(CLM)和S形近似。我们证明,精确的PSNEin LIG的数量很少,可能性很高。因此,CLM是健全的。我们对合成数据和现实世界中的美国国会投票记录进行说明。我们简要讨论了我们学习框架的普遍性以及对一般图形游戏的潜在适用性。 color =“ gray”>

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