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Martino Bernasconi

Martino Bernasconi contributes to research discovery and scholarly infrastructure.

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Published work

3 published item(s)

preprint2022arXiv

Last-iterate Convergence to Trembling-hand Perfect Equilibria

Designing efficient algorithms to find Nash equilibrium (NE) refinements in sequential games is of paramount importance in practice. Indeed, it is well known that the NE has several weaknesses, since it may prescribe to play sub-optimal actions in those parts of the game that are never reached at the equilibrium. NE refinements, such as the extensive-form perfect equilibrium (EFPE), amend such weaknesses by accounting for the possibility of players' mistakes. This is crucial in real-world applications, where bounded rationality players are usually involved, and it turns out being useful also in boosting the performances of superhuman agents for recreational games like Poker. Nevertheless, only few works addressed the problem of computing NE refinements. Most of them propose algorithms finding exact NE refinements by means of linear programming, and, thus, these do not have the potential of scaling up to real-world-size games. On the other hand, existing iterative algorithms that exploit the tree structure of sequential games only provide convergence guarantees to approximate refinements. In this paper, we provide the first efficient last-iterate algorithm that provably converges to an EFPE in two-player zero-sum sequential games with imperfect information. Our algorithm works by tracking a sequence of equilibria of suitably-defined, regularized-perturbed games. In order to do that, it uses a procedure that is tailored to converge last-iterate to the equilibria of such games. Crucially, the updates performed by such a procedure can be performed efficiently by visiting the game tree, thus making our algorithm potentially more scalable than its linear-programming-based competitors. Finally, we evaluate our algorithm on a standard testbed of games, showing that it produces strategies which are much more robust to players' mistakes than those of state-of-the-art NE-computation algorithms.

preprint2022arXiv

Sequential Information Design: Learning to Persuade in the Dark

We study a repeated information design problem faced by an informed sender who tries to influence the behavior of a self-interested receiver. We consider settings where the receiver faces a sequential decision making (SDM) problem. At each round, the sender observes the realizations of random events in the SDM problem. This begets the challenge of how to incrementally disclose such information to the receiver to persuade them to follow (desirable) action recommendations. We study the case in which the sender does not know random events probabilities, and, thus, they have to gradually learn them while persuading the receiver. We start by providing a non-trivial polytopal approximation of the set of sender's persuasive information structures. This is crucial to design efficient learning algorithms. Next, we prove a negative result: no learning algorithm can be persuasive. Thus, we relax persuasiveness requirements by focusing on algorithms that guarantee that the receiver's regret in following recommendations grows sub-linearly. In the full-feedback setting -- where the sender observes all random events realizations -- , we provide an algorithm with $\tilde{O}(\sqrt{T})$ regret for both the sender and the receiver. Instead, in the bandit-feedback setting -- where the sender only observes the realizations of random events actually occurring in the SDM problem -- , we design an algorithm that, given an $α\in [1/2, 1]$ as input, ensures $\tilde{O}({T^α})$ and $\tilde{O}( T^{\max \{ α, 1-\fracα{2} \} })$ regrets, for the sender and the receiver respectively. This result is complemented by a lower bound showing that such a regrets trade-off is essentially tight.