51,723 research outputs found

    Flows and Decompositions of Games: Harmonic and Potential Games

    Get PDF
    In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, harmonic and nonstrategic components. We analyze natural classes of games that are induced by this decomposition, and in particular, focus on games with no harmonic component and games with no potential component. We show that the first class corresponds to the well-known potential games. We refer to the second class of games as harmonic games, and study the structural and equilibrium properties of this new class of games. Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents the conflicts between the interests of the players. We make this intuition precise, by studying the properties of these two classes, and show that indeed they have quite distinct and remarkable characteristics. For instance, while finite potential games always have pure Nash equilibria, harmonic games generically never do. Moreover, we show that the nonstrategic component does not affect the equilibria of a game, but plays a fundamental role in their efficiency properties, thus decoupling the location of equilibria and their payoff-related properties. Exploiting the properties of the decomposition framework, we obtain explicit expressions for the projections of games onto the subspaces of potential and harmonic games. This enables an extension of the properties of potential and harmonic games to "nearby" games. We exemplify this point by showing that the set of approximate equilibria of an arbitrary game can be characterized through the equilibria of its projection onto the set of potential games

    Finding Any Nontrivial Coarse Correlated Equilibrium Is Hard

    Get PDF
    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

    Attractive evolutionary equilibria

    Get PDF
    We present attractiveness, a refinement criterion for evolutionary equilibria. Equilibria surviving this criterion are robust to small perturbations of the underlying payoff system or the dynamics at hand. Furthermore, certain attractive equilibria are equivalent to others for certain evolutionary dynamics. For instance, each attractive evolutionarily stable strategy is an attractive evolutionarily stable equilibrium for certain barycentric ray-projection dynamics, and vice versa

    Riemannian game dynamics

    Get PDF
    We study a class of evolutionary game dynamics defined by balancing a gain determined by the game's payoffs against a cost of motion that captures the difficulty with which the population moves between states. Costs of motion are represented by a Riemannian metric, i.e., a state-dependent inner product on the set of population states. The replicator dynamics and the (Euclidean) projection dynamics are the archetypal examples of the class we study. Like these representative dynamics, all Riemannian game dynamics satisfy certain basic desiderata, including positive correlation and global convergence in potential games. Moreover, when the underlying Riemannian metric satisfies a Hessian integrability condition, the resulting dynamics preserve many further properties of the replicator and projection dynamics. We examine the close connections between Hessian game dynamics and reinforcement learning in normal form games, extending and elucidating a well-known link between the replicator dynamics and exponential reinforcement learning.Comment: 47 pages, 12 figures; added figures and further simplified the derivation of the dynamic

    The target projection dynamic

    Get PDF
    This paper studies the target projection dynamic, which is a model of myopic adjustment for population games. We put it into the standard microeconomic framework of utility maximization with control costs. We also show that it is well-behaved, since it satisfies the desirable properties: Nash stationarity, positive correlation, and existence, uniqueness, and continuity of solutions. We also show that, similarly to other well-behaved dynamics, a general result for elimination of strictly dominated strategies cannot be established. Instead we rule out survival of strictly dominated strategies in certain classes of games. We relate it to the projection dynamic, by showing that the two dynamics coincide in a subset of the strategy space. We show that strict equilibria, and evolutionarily stable strategies in 2×22\times2 games are asymptotically stable under the target projection dynamic. Finally, we show that the stability results that hold under the projection dynamic for stable games, hold under the target projection dynamic too, for interior Nash equilibria.target projection dynamic; noncooperative games; adjustment

    Faster SDP hierarchy solvers for local rounding algorithms

    Full text link
    Convex relaxations based on different hierarchies of linear/semi-definite programs have been used recently to devise approximation algorithms for various optimization problems. The approximation guarantee of these algorithms improves with the number of {\em rounds} rr in the hierarchy, though the complexity of solving (or even writing down the solution for) the rr'th level program grows as nΩ(r)n^{\Omega(r)} where nn is the input size. In this work, we observe that many of these algorithms are based on {\em local} rounding procedures that only use a small part of the SDP solution (of size nO(1)2O(r)n^{O(1)} 2^{O(r)} instead of nΩ(r)n^{\Omega(r)}). We give an algorithm to find the requisite portion in time polynomial in its size. The challenge in achieving this is that the required portion of the solution is not fixed a priori but depends on other parts of the solution, sometimes in a complicated iterative manner. Our solver leads to nO(1)2O(r)n^{O(1)} 2^{O(r)} time algorithms to obtain the same guarantees in many cases as the earlier nO(r)n^{O(r)} time algorithms based on rr rounds of the Lasserre hierarchy. In particular, guarantees based on O(logn)O(\log n) rounds can be realized in polynomial time. We develop and describe our algorithm in a fairly general abstract framework. The main technical tool in our work, which might be of independent interest in convex optimization, is an efficient ellipsoid algorithm based separation oracle for convex programs that can output a {\em certificate of infeasibility with restricted support}. This is used in a recursive manner to find a sequence of consistent points in nested convex bodies that "fools" local rounding algorithms.Comment: 30 pages, 8 figure

    Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation (MiG paper)

    Full text link
    Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games.Comment: 9 page

    Inertial game dynamics and applications to constrained optimization

    Get PDF
    Aiming to provide a new class of game dynamics with good long-term rationality properties, we derive a second-order inertial system that builds on the widely studied "heavy ball with friction" optimization method. By exploiting a well-known link between the replicator dynamics and the Shahshahani geometry on the space of mixed strategies, the dynamics are stated in a Riemannian geometric framework where trajectories are accelerated by the players' unilateral payoff gradients and they slow down near Nash equilibria. Surprisingly (and in stark contrast to another second-order variant of the replicator dynamics), the inertial replicator dynamics are not well-posed; on the other hand, it is possible to obtain a well-posed system by endowing the mixed strategy space with a different Hessian-Riemannian (HR) metric structure, and we characterize those HR geometries that do so. In the single-agent version of the dynamics (corresponding to constrained optimization over simplex-like objects), we show that regular maximum points of smooth functions attract all nearby solution orbits with low initial speed. More generally, we establish an inertial variant of the so-called "folk theorem" of evolutionary game theory and we show that strict equilibria are attracting in asymmetric (multi-population) games - provided of course that the dynamics are well-posed. A similar asymptotic stability result is obtained for evolutionarily stable strategies in symmetric (single- population) games.Comment: 30 pages, 4 figures; significantly revised paper structure and added new material on Euclidean embeddings and evolutionarily stable strategie
    corecore