2,320 research outputs found

    A General Framework for Computing Optimal Correlated Equilibria in Compact Games

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    We analyze the problem of computing a correlated equilibrium that optimizes some objective (e.g., social welfare). Papadimitriou and Roughgarden [2008] gave a sufficient condition for the tractability of this problem; however, this condition only applies to a subset of existing representations. We propose a different algorithmic approach for the optimal CE problem that applies to all compact representations, and give a sufficient condition that generalizes that of Papadimitriou and Roughgarden. In particular, we reduce the optimal CE problem to the deviation-adjusted social welfare problem, a combinatorial optimization problem closely related to the optimal social welfare problem. This framework allows us to identify new classes of games for which the optimal CE problem is tractable; we show that graphical polymatrix games on tree graphs are one example. We also study the problem of computing the optimal coarse correlated equilibrium, a solution concept closely related to CE. Using a similar approach we derive a sufficient condition for this problem, and use it to prove that the problem is tractable for singleton congestion games.Comment: 14 pages. Short version to appear in WINE 201

    Finding Any Nontrivial Coarse Correlated Equilibrium Is Hard

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    One of the most appealing aspects of the (coarse) correlated equilibrium concept is that natural dynamics quickly arrive at approximations of such equilibria, even in games with many players. In addition, there exist polynomial-time algorithms that compute exact (coarse) correlated equilibria. In light of these results, a natural question is how good are the (coarse) correlated equilibria that can arise from any efficient algorithm or dynamics. In this paper we address this question, and establish strong negative results. In particular, we show that in multiplayer games that have a succinct representation, it is NP-hard to compute any coarse correlated equilibrium (or approximate coarse correlated equilibrium) with welfare strictly better than the worst possible. The focus on succinct games ensures that the underlying complexity question is interesting; many multiplayer games of interest are in fact succinct. Our results imply that, while one can efficiently compute a coarse correlated equilibrium, one cannot provide any nontrivial welfare guarantee for the resulting equilibrium, unless P=NP. We show that analogous hardness results hold for correlated equilibria, and persist under the egalitarian objective or Pareto optimality. To complement the hardness results, we develop an algorithmic framework that identifies settings in which we can efficiently compute an approximate correlated equilibrium with near-optimal welfare. We use this framework to develop an efficient algorithm for computing an approximate correlated equilibrium with near-optimal welfare in aggregative games.Comment: 21 page

    Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data

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    We consider learning, from strictly behavioral data, the structure and parameters of linear influence games (LIGs), a class of parametric graphical games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic inference (CSI): Making inferences from causal interventions on stable behavior in strategic settings. Applications include the identification of the most influential individuals in large (social) networks. Such tasks can also support policy-making analysis. Motivated by the computational work on LIGs, we cast the learning problem as maximum-likelihood estimation (MLE) of a generative model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation uncovers the fundamental interplay between goodness-of-fit and model complexity: good models capture equilibrium behavior within the data while controlling the true number of equilibria, including those unobserved. We provide a generalization bound establishing the sample complexity for MLE in our framework. We propose several algorithms including convex loss minimization (CLM) and sigmoidal approximations. We prove that the number of exact PSNE in LIGs is small, with high probability; thus, CLM is sound. We illustrate our approach on synthetic data and real-world U.S. congressional voting records. We briefly discuss our learning framework's generality and potential applicability to general graphical games.Comment: Journal of Machine Learning Research. (accepted, pending publication.) Last conference version: submitted March 30, 2012 to UAI 2012. First conference version: entitled, Learning Influence Games, initially submitted on June 1, 2010 to NIPS 201

    Strong Nash Equilibria in Games with the Lexicographical Improvement Property

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    We introduce a class of finite strategic games with the property that every deviation of a coalition of players that is profitable to each of its members strictly decreases the lexicographical order of a certain function defined on the set of strategy profiles. We call this property the Lexicographical Improvement Property (LIP) and show that it implies the existence of a generalized strong ordinal potential function. We use this characterization to derive existence, efficiency and fairness properties of strong Nash equilibria. We then study a class of games that generalizes congestion games with bottleneck objectives that we call bottleneck congestion games. We show that these games possess the LIP and thus the above mentioned properties. For bottleneck congestion games in networks, we identify cases in which the potential function associated with the LIP leads to polynomial time algorithms computing a strong Nash equilibrium. Finally, we investigate the LIP for infinite games. We show that the LIP does not imply the existence of a generalized strong ordinal potential, thus, the existence of SNE does not follow. Assuming that the function associated with the LIP is continuous, however, we prove existence of SNE. As a consequence, we prove that bottleneck congestion games with infinite strategy spaces and continuous cost functions possess a strong Nash equilibrium

    Joint Channel Selection and Power Control in Infrastructureless Wireless Networks: A Multi-Player Multi-Armed Bandit Framework

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    This paper deals with the problem of efficient resource allocation in dynamic infrastructureless wireless networks. Assuming a reactive interference-limited scenario, each transmitter is allowed to select one frequency channel (from a common pool) together with a power level at each transmission trial; hence, for all transmitters, not only the fading gain, but also the number of interfering transmissions and their transmit powers are varying over time. Due to the absence of a central controller and time-varying network characteristics, it is highly inefficient for transmitters to acquire global channel and network knowledge. Therefore a reasonable assumption is that transmitters have no knowledge of fading gains, interference, and network topology. Each transmitting node selfishly aims at maximizing its average reward (or minimizing its average cost), which is a function of the action of that specific transmitter as well as those of all other transmitters. This scenario is modeled as a multi-player multi-armed adversarial bandit game, in which multiple players receive an a priori unknown reward with an arbitrarily time-varying distribution by sequentially pulling an arm, selected from a known and finite set of arms. Since players do not know the arm with the highest average reward in advance, they attempt to minimize their so-called regret, determined by the set of players' actions, while attempting to achieve equilibrium in some sense. To this end, we design in this paper two joint power level and channel selection strategies. We prove that the gap between the average reward achieved by our approaches and that based on the best fixed strategy converges to zero asymptotically. Moreover, the empirical joint frequencies of the game converge to the set of correlated equilibria. We further characterize this set for two special cases of our designed game
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