Skip to content

The concentration game: Bayesian updating, regret, and information

Aug 2026 · 0 citations
Computer Science Mathematics

TL;DR

A two-player zero-sum repeated game between a learner and nature whose value identity generates Bayesian updating and an exact accounting of exponential-weights regret at once is given, and supplies the comparator-class variational form that a wide class of concentration phenomena share.

Abstract

We give a two-player zero-sum repeated game between a learner and nature whose value identity generates Bayesian updating and an exact accounting of exponential-weights regret at once, and supplies the comparator-class variational form that a wide class of concentration phenomena share. The terminal payoff is the most a comparator can gain at fixed relative entropy from the prior, and the one-step constraint is an information budget on nature's move under the learner's mixed action. With the learner's move otherwise unrestricted, Gibbs/Bayes weights emerge as its unique Bellman equalizer -- the mixed action that makes the per-round loss independent of which direction nature moves -- with log-partition functions playing the role of value functions. The regret decomposes exactly into three parts: a per-round information loss reflecting the variation in observed outcomes, an additive retempering drift that accounts exactly for any change of measurement scale between rounds, and the information the comparator carries relative to the prior. The variance and bounded-range proxies that drive standard regret bounds are looser relaxations of this decomposition, which holds generally and governs them all. Both players'strategies are read off from the decomposition term by term, and repeated play yields an information-theoretic ledger of self-play in place of the usual quadratic-variation surrogate. The same comparator-class geometry accounts for the classical large-deviation bounds, and methods across bandits, posterior sampling, aggregation, and boosting are specializations of the one regret decomposition.

View source

Similar papers

Preprint Jul 2026

Markov Information Processes

We study information design when a designer with commitment shapes the information of strategically interacting, far-sighted agents whose actions drive a persistent, controlled Markov state. We introduce the Markov Bayes correlated equilibrium (Markov BCE), the controlled-Markov generalisation of the BCE of Bergemann a...

Furkan Sezer · 0 citations
Preprint Aug 2026

Finite-player Optimal Stopping Games: Randomization, $\alpha$-potentiality, and Learning

This work introduces an independently randomized formulation in which each stopping rule is represented by an adapted, nondecreasing cumulative stopping process, and identifies an exact-potential subclass with a closed-form threshold equilibrium.

Xin Guo, M. Talbi, Qin-Xin Yan · 0 citations
Open access Jul 2026

Loss Aversion as Optimal Attention Allocation: Mismatches Are the Squeaky Wheel

We study an agent who tracks several independent, unobserved, slowly drifting states and is paid by how well a chosen action matches each state but who can process only a bounded amount of information per period. The payoff environment is deliberately symmetric—quadratic matching losses, Gaussian drift, Gaussian observ...

Julian C. Jamison · 0 citations
Jul 2026

Bits per Spike as a Betting Game

A simple re-scaling of the heldout log-likelihood yields an intuitive metric of model performance in units of recording time which answers “how much heldout data would I need, on average, to disprove the null.”

Alex H. Williams · 0 citations
Preprint Aug 2026

What preferences can - and cannot - predict in multi-agent online learning

A three-player game is constructed with a preferentially stable set whose span is dynamically unstable, showing that preferences do not suffice as a criterion of dynamic stability and bridges the gap via the notion of resilience under aggregate deviations.

Omar Abbadi, R. Laraki, P. Mertikopoulos · 2 citations

Related blog posts

Microsoft Research Blog Oct 12, 2026

Simulating student learning for better AI tutoring

StudentSim is a research system for evaluating and improving AI tutoring tools before they are tested with learners. It models how individuals may engage with tutors, giving feedback to improve tutor performance across subjects like chess, writing, and mathematics. The post Simulating student learning for better AI tutoring appeared first on Microsoft Research.

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.