Transformers as Game Players: Provable In-context Game-playing Capabilities of Pre-trained Models

The in-context learning (ICL) capability of pre-trained models based on the transformer architecture has received growing interest in recent years. While theoretical understanding has been obtained for ICL in reinforcement learning (RL), the previous results are largely confined to the single-agent setting. This work proposes to further explore the in-context learning capabilities of pre-trained transformer models in competitive multi-agent games, i.e., in-context game-playing (ICGP). Focusing on the classical two-player zero-sum games, theoretical guarantees are provided to demonstrate that pre-trained transformers can provably learn to approximate Nash equilibrium in an in-context manner for both decentralized and centralized learning settings. As a key part of the proof, constructional results are established to demonstrate that the transformer architecture is sufficiently rich to realize celebrated multi-agent game-playing algorithms, in particular, decentralized V-learning and centralized VI-ULCB.

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Peer review

Reviewer yLUv6/10 · confidence 2/52024-07-02

Summary

This paper investigates the in-context learning capabilities of pre-trained transformer models in competitive multi-agent games, i.e., in-context game-playing (ICGP). The authors provide extensive theoretical guarantees to validate that pre-trained transformers can approximate NE in an in-context manner for both decentralized and centralized learning settings. They also demonstrate that the transformer architecture can realize well-known multi-agent game-playing algorithms. Finally, experimental results support their theoretical findings, showing that transformers can effectively approximate NE in an in-context manner.

Strengths

The main strengths of this paper are: 1. The paper focuses on a novel and important aspect of in-context learning in competitive multi-agent settings. Specifically, they introduce a framework for modeling ICGP via transformers. 2. This paper provides strong theoretical guarantees and backs them with empirical validation. 3. The methodology is sound, and the paper is well-structured, with clear explanations and thorough analyses.

Weaknesses

1. The paper seems to be an extended work that generalizes the analysis of in-context learning in RL to the analysis of in-context learning in game theory. Certainly, this setting has not been explored before. However, this paper did not explain why this research problem is important. 2. Although the paper provides strong theoretical results, the empirical experiments are conducted on relatively simple two-player zero-sum normal-form games. This limits the generalizability of the findings. 3. The paper lacks a more detailed discussion of the practical implications. Including such a discussion would provide a more comprehensive understanding of the applicability of the results.

Questions

1. The empirical experiments are currently limited to simple two-player zero-sum normal-form games. Have you considered testing your methods in more complex environments, such as multi-player games or games with larger state-action spaces? If so, what were the results, and if not, why? 2. This paper focuses on two-player zero-sum Markov games. Could your method be applied to other types of games, such as cooperative or general-sum games? Do you have any insights or challenges you anticipate in these games? 3. Could you discuss more about the broader impacts and potential limitations of your work?

Rating

6

Confidence

2

Soundness

3

Presentation

3

Contribution

2

Limitations

Yes, the authors provide limitations in the Appendix.

Reviewer beky7/10 · confidence 2/52024-07-03

Summary

This paper explores the in-context learning capabilities of pre-trained transformer models in two-player zero-sum games. The authors provide the theoretical guarantees that pre-trained transformers can learn the approximate Nash equilibrium in an in-context manner, both in decentralized and centralized settings.

Strengths

1. Considering multi-agent settings (two-player zero-sum games in this work) is well-motivated compared to previous works that focused on single-agent settings. 2. The theoretical results in this work provide a deeper understanding of how the pre-trained transformers can approximate NE in an in-context manner. 3. The paper is well-written, easy to follow, and makes non-trivial contributions to the relevant communities. However, because I am not an expert in theory, so it is quite difficult for me to check all the details of the proofs of all the theoretical results. Therefore, I am positive for acceptance but with relatively low confidence.

Weaknesses

There are some questions: 1. In this work, the game instances are assumed to have the same length of time horizon H, which may not be always the case. For example, when playing SMAC, each game-play could terminate at any time. In this case, will the results of this work still be applicable? 2. In the current setup, the results seem only suitable for games with small state spaces because the augmented component (Line 163) needs to enumerate all the states. This could be impractical for more realistic and complex games. 3. The experiments are only conducted using normal-form games, which is simple. The performance of the proposed framework for more complex Markov games is unclear. I would have guessed that it is not very practical for the current framework as one needs to sample actions over the state space which could be extremely large.

Questions

See Weaknesses.

Rating

7

Confidence

2

Soundness

3

Presentation

3

Contribution

3

Limitations

The authors have discussed the limitations and future directions of the paper.

Reviewer kZH28/10 · confidence 2/52024-07-12

Summary

The authors built on the recent work of Lin et. al 2023, extending their ICLR framework so that instead of being for one agent, it is for multi-agent systems; at the same time, they also analyze and provide evidence of "ICGP" (in-context game-playing) capabilities in transformers. The paper analyzes zero-sum Markov games for two players and explores learning the Nash Equilibrium. In these games, two setups are studied: one of decentralized learning (where the Nash Equilibrium must be reached without each player observing the opponent's actions) and another of centralized learning (where a transformer controls the actions of both players). The authors find important theoretical results related to transformers in decision-making, e.g., that pre-trained transformers can realize both model-based and model-free designs, and the in-context learning capability of transformers in playing normal-form games

Strengths

1. **Soundness of the Claims** a) **Theoretical Grounding** The paper does a great job of formalizing and mathematically demonstrating decentralized and centralized training of transformers to achieve ICGP, and I think it is a high-impact contribution. One could argue that it is also necessary to provide more empirical evidence (which is scarce in this paper) of the dynamics being modeled, but results like Theorem 4.1 are, in my opinion, a sufficient contribution. Among other things, this work shows the capability of transformers to not only implement existing algorithms (not new in the literature) but also to adapt them to the needs of model-free designs (as far as I know, new), demonstrated by the transformer’s ability to perform exact and approximate implementations, which is important as we move to real-world applications. b) **Empirical Evaluation** The methodology followed by the authors ("J. Details of the Experiments") seems to be solid. They use the EXP3 algorithm to collect pre-training data to ensure that the data is reflective of competitive strategies and behaviors. They also customize GPT-2, with only 2 layers and 4 attention heads, tailored to match the action dimensionality in its output layer, which directly supports computing policies from the model outputs (Lines 1002-1008). The Nash Equilibrium (NE) gap is calculated by comparing the expected rewards of the max player's policy against the min player's policy over time. The gap measures how close the transformer’s induced policy is to an ideal Nash Equilibrium. Since the area of applied game theory for LLMs/multi-agent LLMs is still largely unexplored, providing such detailed information about the experiments and the code is likely going to be useful and impactful for the community. 2. **Significance** In general, I think that ICL work has a lot of impact; at this point, it is folk knowledge that ICL > fine-tuning, so papers like this one have a lot of significance for the advancement of the state of the art. In particular, Theorems 3.4 and 4.1 can prove to be of great impact. 3. **Novelty** This paper is timely and tackles a timely and interesting topic. To the best of my knowledge, it is the first paper providing a theoretical analysis of this level on game theory applied to LLMs.

Weaknesses

1. **Soudness of the claims** My concerns about the paper relate to whether this theoretical framework might struggle with generalization and performance in more complex games. In this section, I provide some examples of limitations that suggest this possibility. I'm concerned that it may excel in controlled environments but not in more complex scenarios, which are typical in the multi-agent literature. Also, please note that the improved performance of transformers trained with 20 games compared to those trained with 10 (Lines 336-341) suggests a heavy dependence on the volume of training data. Thus, I'm also highlighting some potential problems related to this aspect. a) **Theoretical grounding** a1) **Decentralized learning scenario** In the decentralized setting, my primary concerns revolve around the diversity and representativeness of the training data, overly optimistic assumptions about model approximation capabilities, and potential issues with the suitability of transformer outputs for generating valid action probabilities. * (Lines 157-170) If the data collected through $Alg+,0$ and $Alg−,0$ only captures a limited range of strategic interactions (e.g., typical or frequent scenarios but not edge cases or unusual strategies) the training data might lack the necessary diversity, leading to overfitting/lack of robustness. If the data does not sufficiently cover the state-action space, the expected log probability of correct actions given the state, as modeled by the transformer, may not reflect true gameplay dynamics and $\mathbb{E}\left[\log P(\text{actual action} \mid \text{state})\right]$ may overestimate actual performance. * (Lines 200-202) Take into account that with Assumption "3.2. Decentralized Approximate Realizability" you assume that the true data-generating distribution ($Alg_0^+$) can be closely approximated by the learned model ($Alg_\theta^+$). This assumption may not hold if the real complexity of strategies in the environment cannot be captured by the model's architecture or training data -- causing the models have generalization issues. * (Lines 195-190) Potential convergence/generalization problems with the learning algorithm if the covering number $\Theta$ is underestimated. The clipping operation (Lines 936-938), which is designed to maintain the norm of activations within bounds, can significantly impact the parameter sensitivity and the gradient flow during backpropagation. So, if $\Theta$ is underestimated, it might not sufficiently account for the reduced effective parameter space available for optimization, possibly leading to convergence on local minima that do not generalize well * (Lines 182-185) The use of linear extraction mappings followed by a projection to the probability simplex to determine action probabilities assumes that the transformer’s outputs can be linearly mapped to form valid probability distributions. Buuut, if the transformer outputs are not suitable for this kind of linear transformation due to scale, bias, or other distributional issues, the resulting action probabilities may not be valid or optimal --> leading to suboptimal decisions and erratic behavior, especially in complex games. a2) **Centralized learning scenario** For the centralized learning scenario, I want to provide feedback on some specific concerns related to computational demands, dependency on precise model and algorithm alignment, and assumptions about uniform sampling that may not adequately capture the complexity of strategic behaviors across varied game states * (Lines 307-309) The required dimensions and mappings such as $d⪅HS^2AB,L⪅GHSd⪅HS^2AB,L⪅GHS$ etc., indicate a high computational complexity and dependency on specific game parameters (like $S,A,B,G,HS,A,B,G,H$). As a result, this could make the model computationally expensive and potentially overfit to specific types of game environments. * (Lines 307-309) This performance requirement: $Algθ(⋅,⋅∣Dt−1,s)=AlgVI−ULCB(⋅,⋅∣Dt−1,s)Algθ​(⋅,⋅∣Dt−1​,s)=AlgVI−ULCB​(⋅,⋅∣Dt−1​,s)$ assumes an ideal alignment between the transformer’s output and the algorithm’s requirements; note that any deviation in this alignment due to model approximation errors or misestimations in the transformer's training could lead to significant performance drops... * (Lines 321-322) Note that the assumption that $\hat{\mu}\$ and $\hat{\nu}\$ are uniformly sampled and provide an effective representation of strategic options in every game state might not hold if some strategies are inherently more complex or contextually sensitive than others.

Questions

* Given that the decentralized setup involves collecting offline trajectories using different algorithms for max- and min-players (Section "3.1 Supervised Pre-training Results") -- how do you ensure that the diversity and distributional properties of the training data do not adversely affect the learning outcomes? * The clipping operation $clip_R$ is defined to constrain the norm of each vector (Lines 936 - 938). How does this norm constraint affect the learning dynamics, particularly in terms of gradient propagation and stability during backpropagation? This seems to be important as it directly affects the model's ability to learn and fine-tune strategies based on gameplay experience. * In Appendix G.3, you detail the use of embedding and extraction mappings within the transformer architecture for implementing V-learning (Lines 810-819). These mappings essentially allow the transformer to understand and manipulate game states and decisions effectively. Are there specific state spaces where these mappings prove particularly beneficial/limited? Just out of curiosity: * Have you observed any sudden shifts in learning effectiveness or strategy adaptation in your decentralized learning models, based on the results from "The Mechanistic Basis of Data Dependence and Abrupt Learning in an In-Context Classification Task" by Gautam Reddy (2023)?

Rating

8

Confidence

2

Soundness

4

Presentation

4

Contribution

4

Limitations

Yes.

Reviewer kZH22024-08-13

Thanks for your detailed rebuttal. I am happy with the clarifications the authors provided. As Reviewer h1zf mentioned, I want to highlight that this work is not only important for the MARL community but also for the broader research community focused on advancing our understanding of ICL. Congratulations on this great work.

Authorsrebuttal2024-08-13

It is a great pleasure to hear the recognition that this work brings valuable contributions to communities of both MARL and ICL. Thank you for reviewing this work and providing the detailed comments! We will carefully incorporate your suggestions into the revised paper.

Reviewer h1zf6/10 · confidence 3/52024-07-13

Summary

The paper proposes a framework for pre-trained transformers to approximate Nash equilibrium in two-player zero-sum normal-form games and provides theoretical guarantees to show that these pre-trained transformers can learn to approximate Nash equilibrium in an in-context manner. This is shown for both the decentralized and centralized learning settings. The decentralized case follows the idea that each agent will have it's own model, and uses V-learning. The centralized case uses a centralized joint model to control both players, and uses VI-ULCB. The paper shows that there is a provable upper bound to the approximation error of the Nash equilibrium which demonstrates the in-context game player capability of transformers. Further more, empirical results show that given a sufficiently well pre-trained transformer that it can approximate Nash equilibrium in an in context manner, similar to that of decentralized EXP3 in two-player zero-sum normal-form games, that is it has a similar profile of the gradually decaying Nash equilibrium gap.

Strengths

Originality: This work offers new insights into the the theoretical analyses and empirical evidence for the in context game player capabilities of transformers. Clarity and Quality: The paper is well cited and explains the concepts it is conveying quite well, with the appendix showing the details of the proofs and supporting code demonstrating the reproducibility of the empirical work. Significance: The paper shows the theoretical capabilities of transformers adapted to V-learning (and thus aiding in the scalability of MARL) as well as approximating Nash equilibrium are important to MARL settings.

Weaknesses

I have concerns that since the pre-training dataset is collected from a context algorithm that the transformers are simply learning to mimic this algorithm. The fact that empirical results are only collected from bandit settings, I have concerns that this may not hold in a setting where there are state transitions. I would have hoped that there would have been a more complex domain than just matrix games.

Questions

1) Do you believe that this implementation might have different results given a different pre-training dataset (produced from a different algorithm)? 2) Do you believe that in more complex domains, with state transitions, we will still observe similar results? Or is this a factor that might break the current state of this work?

Rating

6

Confidence

3

Soundness

3

Presentation

3

Contribution

3

Limitations

The authors have identified the limitations and have stated that there should be no negative societal impact due to the theoretical nature of their work.

Reviewer beky2024-08-12

Thanks for the authors' responses, and my concerns have been addressed. So, I am happy to increase my score.

Authorsrebuttal2024-08-12

We are glad to hear that our response addressed your concerns. Thank you for recognizing the contributions of this work!

Reviewer yLUv2024-08-12

Thanks for your responses. I believe my concerns can be easily addressed in the revision. I’m happy to increase my score.

Authorsrebuttal2024-08-12

Thank you for recognizing the contributions of this work! We will carefully incorporate your helpful suggestions into the revised paper.

Reviewer h1zf2024-08-12

I am happy with the author responses, and they have addressed my concerns.

I am happy with the author responses and I believe the authors have addressed my concerns. I would like to see the details of the new experiment expanded upon in the revised paper. Overall I believe this work will be valuable to the greater MARL community.

Authorsrebuttal2024-08-12

It is our pleasure to hear that the responses addressed your concerns. The new experiment will be described with full details in the revised paper. Thank you for recognizing the contributions of this work!

Program Chairsdecision2024-09-25

Decision

Accept (poster)

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