6,405 research outputs found

    On the Hardness of Signaling

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    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

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    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

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    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

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    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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