Game theory is widely considered the correct description of rational behavior in multi-agent scenarios. However, real world agents have to learn, whereas game theory assumes perfect knowledge, which can be only achieved in the limit at best. Bridging this gap requires using multi-agent learning theory to justify game theory, a problem that is mostly open (but some results exist). In particular, we would like to prove that learning agents converge to game theoretic solutions such as Nash equilibria (putting superrationality aside: I think that superrationality should manifest via modifying the game rather than abandoning the notion of Nash equilibrium).
The simplest setup in (non-cooperative) game theory is normal form games. Learning happens by accumulating evidence over time, so a normal form game is not, in itself, a meaningful setting for learning. One way to solve this is replacing the normal form game by a repeated version. This, however, requires deciding on a time discount. For sufficiently steep time discounts, the repeated game is essentially equivalent to the normal form game (from the perspective of game theory). However, the full-fledged theory of intelligent agents requires considering shallow time discounts, otherwise there is no notion of long-term planning. For shallow time discounts, the game theory of a repeated game is very different from the game theory of the original normal form game. In fact, the folk theorem asserts that any payoff vector above the maximin of each player is a possible Nash payoff. So, proving convergence to a Nash equilibrium amounts (more or less) to proving converges to at least the maximin payoff. This is possible using incomplete models, but doesn't seem very interesting: to receive the maximin payoff, the agents only have to learn the rules of the game, they need not learn the reward functions of the other players or anything else about them.
We arrive at the question, what setting is realistic (in the sense of involving learning with shallow time discount) and is expected to produce Nash equilibria for a normal form game? I suggest the following. Instead of a fixed set of agents repeatedly playing against each other, we consider a population of agents that are teamed-off randomly on each round of the game. The population is assumed to be large enough for agents not to encounter each other more than once. This can be formalized as follows. Let Ai be the pure strategy set of the i-th agent and O:=∏iAi the set of pure outcomes. The set of n-round outcome histories is On. The population of agents on the n-round can then be described as a probability measure μn∈ΔOn. Suppose the policy of the i-th player (that is, of all the agents that take the role of the i-th player) is πi:On→ΔAi. Then we can define a time evolution rule that produces μn+1 from μn. This rule works as follows: in order to sample μn+1 we sample μn once per player (this is the history the given player has seen), sample the policy of each player on its own history, and produce a new history by appending the resulting outcome to one of the old histories (it doesn't matter which). A set of policies is considered to be in equilibrium, when for any i, and any alternative policy π′i, letting π′i play against the same population (i.e. all other copies of the i-th player still play πi) doesn't improve expected utility. In other words, on each round the "mutant" agent retains its own history but the other player histories are still sampled from the same μn. It is easy to see that any equilibrium payoff in this setting is a Nash payoff in the original normal form game. We can then legitimately ask whether taking the πi to be learning algorithms would result in convergence to a Nash payoff in the γ→1 (shallow time discount) limit.
For example, consider the Prisoner's dilemma. In the repeated Prisoner's dilemma with shallow time discount, CC is an equilibrium because of the tit-for-tat policy. On the other hand, in the "population" (massively multi-player?) repeated Prisoner's dilemma, DD is the only equilibrium. Tit-for-tat doesn't work because a single "defect bot" can exploit a population of tit-for-tats: on each round it plays with a new opponent that doesn't know the defect bot defected on the previous round.
Note that we get a very different setting if we allow the players to see each other's histories, more similar (equivalent?) to the regular repeated game. For example, in the Prisoner's Dilemma we have a version of tit-for-tat that responds to what its current opponent played in its previous round (against a different opponent). This may be regarded as a confirmation of the idea that agents that know each other's source code are effectively playing a repeated game: in this setting, knowing the source code amounts to knowing the history.
Instead of postulating access to a portion of the history or some kind of limited access to the opponent's source code, we can consider agents with full access to history / source code but finite memory. The problem is, an agent with fixed memory size usually cannot have regret going to zero, since it cannot store probabilities with arbitrary precision. However, it seems plausible that we can usually get learning with memory of size O(log11−γ). This is because something like "counting pieces of evidence" should be sufficient. For example, if consider fini... (read more)