18,599 research outputs found

    Stochastic learning dynamics and speed of convergence in population games

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    We study how long it takes for large populations of interacting agents to come close to Nash equilibrium when they adapt their behavior using a stochastic better reply dynamic. Prior work considers this question mainly for 2 Ă— 2 games and potential games; here we characterize convergence times for general weakly acyclic games, including coordination games, dominance solvable games, games with strategic complementarities, potential games, and many others with applications in economics, biology, and distributed control. If players' better replies are governed by idiosyncratic shocks, the convergence time can grow exponentially in the population size; moreover, this is true even in games with very simple payoff structures. However, if their responses are sufficiently correlated due to aggregate shocks, the convergence time is greatly accelerated; in fact, it is bounded for all sufficiently large populations. We provide explicit bounds on the speed of convergence as a function of key structural parameters including the number of strategies, the length of the better reply paths, the extent to which players can influence the payoffs of others, and the desired degree of approximation to Nash equilibrium

    Approximate Pure Nash Equilibria in Weighted Congestion Games

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    We study the existence of approximate pure Nash equilibria in weighted congestion games and develop techniques to obtain approximate potential functions that prove the existence of alpha-approximate pure Nash equilibria and the convergence of alpha-improvement steps. Specifically, we show how to obtain upper bounds for approximation factor alpha for a given class of cost functions. For example for concave cost functions the factor is at most 3/2, for quadratic cost functions it is at most 4/3, and for polynomial cost functions of maximal degree d it is at at most d + 1. For games with two players we obtain tight bounds which are as small as for example 1.054 in the case of quadratic cost functions

    Penalty-regulated dynamics and robust learning procedures in games

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    Starting from a heuristic learning scheme for N-person games, we derive a new class of continuous-time learning dynamics consisting of a replicator-like drift adjusted by a penalty term that renders the boundary of the game's strategy space repelling. These penalty-regulated dynamics are equivalent to players keeping an exponentially discounted aggregate of their on-going payoffs and then using a smooth best response to pick an action based on these performance scores. Owing to this inherent duality, the proposed dynamics satisfy a variant of the folk theorem of evolutionary game theory and they converge to (arbitrarily precise) approximations of Nash equilibria in potential games. Motivated by applications to traffic engineering, we exploit this duality further to design a discrete-time, payoff-based learning algorithm which retains these convergence properties and only requires players to observe their in-game payoffs: moreover, the algorithm remains robust in the presence of stochastic perturbations and observation errors, and it does not require any synchronization between players.Comment: 33 pages, 3 figure
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