6,405 research outputs found
On the Hardness of Signaling
There has been a recent surge of interest in the role of information in
strategic interactions. Much of this work seeks to understand how the realized
equilibrium of a game is influenced by uncertainty in the environment and the
information available to players in the game. Lurking beneath this literature
is a fundamental, yet largely unexplored, algorithmic question: how should a
"market maker" who is privy to additional information, and equipped with a
specified objective, inform the players in the game? This is an informational
analogue of the mechanism design question, and views the information structure
of a game as a mathematical object to be designed, rather than an exogenous
variable.
We initiate a complexity-theoretic examination of the design of optimal
information structures in general Bayesian games, a task often referred to as
signaling. We focus on one of the simplest instantiations of the signaling
question: Bayesian zero-sum games, and a principal who must choose an
information structure maximizing the equilibrium payoff of one of the players.
In this setting, we show that optimal signaling is computationally intractable,
and in some cases hard to approximate, assuming that it is hard to recover a
planted clique from an Erdos-Renyi random graph. This is despite the fact that
equilibria in these games are computable in polynomial time, and therefore
suggests that the hardness of optimal signaling is a distinct phenomenon from
the hardness of equilibrium computation. Necessitated by the non-local nature
of information structures, en-route to our results we prove an "amplification
lemma" for the planted clique problem which may be of independent interest
Remarks on existence and uniqueness of Cournot-Nash equilibria in the non-potential case
This article is devoted to various methods (optimal transport, fixed-point,
ordinary differential equations) to obtain existence and/or uniqueness of
Cournot-Nash equilibria for games with a continuum of players with both
attractive and repulsive effects. We mainly address separable situations but
for which the game does not have a potential. We also present several numerical
simulations which illustrate the applicability of our approach to compute
Cournot-Nash equilibria
(Average-) convexity of common pool and oligopoly TU-games
The paper studies both the convexity and average-convexity properties for a particular class of cooperative TU-games called common pool games. The common pool situation involves a cost function as well as a (weakly decreasing) average joint production function. Firstly, it is shown that, if the relevant cost function is a linear function, then the common pool games are convex games. The convexity, however, fails whenever cost functions are arbitrary. We present sufficient conditions involving the cost functions (like weakly decreasing marginal costs as well as weakly decreasing average costs) and the average joint production function in order to guarantee the convexity of the common pool game. A similar approach is effective to investigate a relaxation of the convexity property known as the average-convexity property for a cooperative game. An example illustrates that oligopoly games are a special case of common pool games whenever the average joint production function represents an inverse demand function
Decomposition Techniques for Bilinear Saddle Point Problems and Variational Inequalities with Affine Monotone Operators on Domains Given by Linear Minimization Oracles
The majority of First Order methods for large-scale convex-concave saddle
point problems and variational inequalities with monotone operators are
proximal algorithms which at every iteration need to minimize over problem's
domain X the sum of a linear form and a strongly convex function. To make such
an algorithm practical, X should be proximal-friendly -- admit a strongly
convex function with easy to minimize linear perturbations. As a byproduct, X
admits a computationally cheap Linear Minimization Oracle (LMO) capable to
minimize over X linear forms. There are, however, important situations where a
cheap LMO indeed is available, but X is not proximal-friendly, which motivates
search for algorithms based solely on LMO's. For smooth convex minimization,
there exists a classical LMO-based algorithm -- Conditional Gradient. In
contrast, known to us LMO-based techniques for other problems with convex
structure (nonsmooth convex minimization, convex-concave saddle point problems,
even as simple as bilinear ones, and variational inequalities with monotone
operators, even as simple as affine) are quite recent and utilize common
approach based on Fenchel-type representations of the associated
objectives/vector fields. The goal of this paper is to develop an alternative
(and seemingly much simpler) LMO-based decomposition techniques for bilinear
saddle point problems and for variational inequalities with affine monotone
operators
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