21,772 research outputs found
Efficient Local Search in Coordination Games on Graphs
We study strategic games on weighted directed graphs, where the payoff of a
player is defined as the sum of the weights on the edges from players who chose
the same strategy augmented by a fixed non-negative bonus for picking a given
strategy. These games capture the idea of coordination in the absence of
globally common strategies. Prior work shows that the problem of determining
the existence of a pure Nash equilibrium for these games is NP-complete already
for graphs with all weights equal to one and no bonuses. However, for several
classes of graphs (e.g. DAGs and cliques) pure Nash equilibria or even strong
equilibria always exist and can be found by simply following a particular
improvement or coalition-improvement path, respectively. In this paper we
identify several natural classes of graphs for which a finite improvement or
coalition-improvement path of polynomial length always exists, and, as a
consequence, a Nash equilibrium or strong equilibrium in them can be found in
polynomial time. We also argue that these results are optimal in the sense that
in natural generalisations of these classes of graphs, a pure Nash equilibrium
may not even exist.Comment: Extended version of a paper accepted to IJCAI1
Smoothed Efficient Algorithms and Reductions for Network Coordination Games
Worst-case hardness results for most equilibrium computation problems have
raised the need for beyond-worst-case analysis. To this end, we study the
smoothed complexity of finding pure Nash equilibria in Network Coordination
Games, a PLS-complete problem in the worst case. This is a potential game where
the sequential-better-response algorithm is known to converge to a pure NE,
albeit in exponential time. First, we prove polynomial (resp. quasi-polynomial)
smoothed complexity when the underlying game graph is a complete (resp.
arbitrary) graph, and every player has constantly many strategies. We note that
the complete graph case is reminiscent of perturbing all parameters, a common
assumption in most known smoothed analysis results.
Second, we define a notion of smoothness-preserving reduction among search
problems, and obtain reductions from -strategy network coordination games to
local-max-cut, and from -strategy games (with arbitrary ) to
local-max-cut up to two flips. The former together with the recent result of
[BCC18] gives an alternate -time smoothed algorithm for the
-strategy case. This notion of reduction allows for the extension of
smoothed efficient algorithms from one problem to another.
For the first set of results, we develop techniques to bound the probability
that an (adversarial) better-response sequence makes slow improvements on the
potential. Our approach combines and generalizes the local-max-cut approaches
of [ER14,ABPW17] to handle the multi-strategy case: it requires a careful
definition of the matrix which captures the increase in potential, a tighter
union bound on adversarial sequences, and balancing it with good enough rank
bounds. We believe that the approach and notions developed herein could be of
interest in addressing the smoothed complexity of other potential and/or
congestion games
Evolution of Coordination in Social Networks: A Numerical Study
Coordination games are important to explain efficient and desirable social
behavior. Here we study these games by extensive numerical simulation on
networked social structures using an evolutionary approach. We show that local
network effects may promote selection of efficient equilibria in both pure and
general coordination games and may explain social polarization. These results
are put into perspective with respect to known theoretical results. The main
insight we obtain is that clustering, and especially community structure in
social networks has a positive role in promoting socially efficient outcomes.Comment: preprint submitted to IJMP
Scalable Planning and Learning for Multiagent POMDPs: Extended Version
Online, sample-based planning algorithms for POMDPs have shown great promise
in scaling to problems with large state spaces, but they become intractable for
large action and observation spaces. This is particularly problematic in
multiagent POMDPs where the action and observation space grows exponentially
with the number of agents. To combat this intractability, we propose a novel
scalable approach based on sample-based planning and factored value functions
that exploits structure present in many multiagent settings. This approach
applies not only in the planning case, but also in the Bayesian reinforcement
learning setting. Experimental results show that we are able to provide high
quality solutions to large multiagent planning and learning problems
Coordination failures in network formation.
In this paper, we make an exploratory use of numerical techniques (genetic algorithms and Monte Carlo simulations) to compute efficient and emergent networks in a spatialized version of the connections model of Jackson and Wolinski (1996). This approach allows us to observe and discuss the coordination failures that arise in a strategic network formation context with link-mediated positive externalities to connections and geographically based connection costs. Our results highlight that, depending on the strength of the externalities, emergent and efficient networks may share several structural properties. Nevertheless, emergent networks have too few local and distant connections and are also too less âcoordinatedâ around some central agents than they should.Strategic Network Formation; Efficiency; Stability; Coordination; Small Worlds; Genetic Algorithms; Monte Carlo Simulations.
Leaders should not be conformists in evolutionary social dilemmas
The most common assumption in evolutionary game theory is that players should
adopt a strategy that warrants the highest payoff. However, recent studies
indicate that the spatial selection for cooperation is enhanced if an
appropriate fraction of the population chooses the most common rather than the
most profitable strategy within the interaction range. Such conformity might be
due to herding instincts or crowd behavior in humans and social animals. In a
heterogeneous population where individuals differ in their degree, collective
influence, or other traits, an unanswered question remains who should conform.
Selecting conformists randomly is the simplest choice, but it is neither a
realistic nor the optimal one. We show that, regardless of the source of
heterogeneity and game parametrization, socially the most favorable outcomes
emerge if the masses conform. On the other hand, forcing leaders to conform
significantly hinders the constructive interplay between heterogeneity and
coordination, leading to evolutionary outcomes that are worse still than if
conformists were chosen randomly. We conclude that leaders must be able to
create a following for network reciprocity to be optimally augmented by
conformity. In the opposite case, when leaders are castrated and made to
follow, the failure of coordination impairs the evolution of cooperation.Comment: 7 two-column pages, 4 figures; accepted for publication in Scientific
Reports [related work available at arXiv:1412.4113
Algorithms for Graph-Constrained Coalition Formation in the Real World
Coalition formation typically involves the coming together of multiple,
heterogeneous, agents to achieve both their individual and collective goals. In
this paper, we focus on a special case of coalition formation known as
Graph-Constrained Coalition Formation (GCCF) whereby a network connecting the
agents constrains the formation of coalitions. We focus on this type of problem
given that in many real-world applications, agents may be connected by a
communication network or only trust certain peers in their social network. We
propose a novel representation of this problem based on the concept of edge
contraction, which allows us to model the search space induced by the GCCF
problem as a rooted tree. Then, we propose an anytime solution algorithm
(CFSS), which is particularly efficient when applied to a general class of
characteristic functions called functions. Moreover, we show how CFSS can
be efficiently parallelised to solve GCCF using a non-redundant partition of
the search space. We benchmark CFSS on both synthetic and realistic scenarios,
using a real-world dataset consisting of the energy consumption of a large
number of households in the UK. Our results show that, in the best case, the
serial version of CFSS is 4 orders of magnitude faster than the state of the
art, while the parallel version is 9.44 times faster than the serial version on
a 12-core machine. Moreover, CFSS is the first approach to provide anytime
approximate solutions with quality guarantees for very large systems of agents
(i.e., with more than 2700 agents).Comment: Accepted for publication, cite as "in press
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