Larkin Liu

LG
h-index3
4papers
25citations
Novelty24%
AI Score17

4 Papers

1.2GTJul 13, 2022
Approximate Nash Equilibrium Learning for n-Player Markov Games in Dynamic Pricing

Larkin Liu

We investigate Nash equilibrium learning in a competitive Markov Game (MG) environment, where multiple agents compete, and multiple Nash equilibria can exist. In particular, for an oligopolistic dynamic pricing environment, exact Nash equilibria are difficult to obtain due to the curse-of-dimensionality. We develop a new model-free method to find approximate Nash equilibria. Gradient-free black box optimization is then applied to estimate $ε$, the maximum reward advantage of an agent unilaterally deviating from any joint policy, and to also estimate the $ε$-minimizing policy for any given state. The policy-$ε$ correspondence and the state to $ε$-minimizing policy are represented by neural networks, the latter being the Nash Policy Net. During batch update, we perform Nash Q learning on the system, by adjusting the action probabilities using the Nash Policy Net. We demonstrate that an approximate Nash equilibrium can be learned, particularly in the dynamic pricing domain where exact solutions are often intractable.

1.6LGJul 30, 2021
An Extensible and Modular Design and Implementation of Monte Carlo Tree Search for the JVM

Larkin Liu, Jun Tao Luo

Flexible implementations of Monte Carlo Tree Search (MCTS), combined with domain specific knowledge and hybridization with other search algorithms, can be powerful for finding the solutions to problems in complex planning. We introduce mctreesearch4j, an MCTS implementation written as a standard JVM library following key design principles of object oriented programming. We define key class abstractions allowing the MCTS library to flexibly adapt to any well defined Markov Decision Process or turn-based adversarial game. Furthermore, our library is designed to be modular and extensible, utilizing class inheritance and generic typing to standardize custom algorithm definitions. We demonstrate that the design of the MCTS implementation provides ease of adaptation for unique heuristics and customization across varying Markov Decision Process (MDP) domains. In addition, the implementation is reasonably performant and accurate for standard MDP's. In addition, via the implementation of mctreesearch4j, the nuances of different types of MCTS algorithms are discussed.

2.7LGJul 9, 2019
Improving the Performance of the LSTM and HMM Model via Hybridization

Larkin Liu, Yu-Chung Lin, Joshua Reid

Language models based on deep neural networks and traditional stochastic modelling have become both highly functional and effective in recent times. In this work, a general survey into the two types of language modelling is conducted. We investigate the effectiveness of the Hidden Markov Model (HMM), and the Long Short-Term Memory Model (LSTM). We analyze the hidden state structures common to both models, and present an analysis on structural similarity of the hidden states, common to both HMM's and LSTM's. We compare the LSTM's predictive accuracy and hidden state output with respect to the HMM for a varying number of hidden states. In this work, we justify that the less complex HMM can serve as an appropriate approximation of the LSTM model.

4.1LGFeb 22, 2019
Multi-Armed Bandit Strategies for Non-Stationary Reward Distributions and Delayed Feedback Processes

Larkin Liu, Richard Downe, Joshua Reid

A survey is performed of various Multi-Armed Bandit (MAB) strategies in order to examine their performance in circumstances exhibiting non-stationary stochastic reward functions in conjunction with delayed feedback. We run several MAB simulations to simulate an online eCommerce platform for grocery pick up, optimizing for product availability. In this work, we evaluate several popular MAB strategies, such as $ε$-greedy, UCB1, and Thompson Sampling. We compare the respective performances of each MAB strategy in the context of regret minimization. We run the analysis in the scenario where the reward function is non-stationary. Furthermore, the process experiences delayed feedback, where the reward function is not immediately responsive to the arm played. We devise a new adaptive technique (AG1) tailored for non-stationary reward functions in the delayed feedback scenario. The results of the simulation show show superior performance in the context of regret minimization compared to traditional MAB strategies.