485 research outputs found
Incentive Stackelberg Mean-payoff Games
We introduce and study incentive equilibria for multi-player meanpayoff
games. Incentive equilibria generalise well-studied solution concepts such as
Nash equilibria and leader equilibria (also known as Stackelberg equilibria).
Recall that a strategy profile is a Nash equilibrium if no player can improve
his payoff by changing his strategy unilaterally. In the setting of incentive
and leader equilibria, there is a distinguished player called the leader who
can assign strategies to all other players, referred to as her followers. A
strategy profile is a leader strategy profile if no player, except for the
leader, can improve his payoff by changing his strategy unilaterally, and a
leader equilibrium is a leader strategy profile with a maximal return for the
leader. In the proposed case of incentive equilibria, the leader can
additionally influence the behaviour of her followers by transferring parts of
her payoff to her followers. The ability to incentivise her followers provides
the leader with more freedom in selecting strategy profiles, and we show that
this can indeed improve the payoff for the leader in such games. The key
fundamental result of the paper is the existence of incentive equilibria in
mean-payoff games. We further show that the decision problem related to
constructing incentive equilibria is NP-complete. On a positive note, we show
that, when the number of players is fixed, the complexity of the problem falls
in the same class as two-player mean-payoff games. We also present an
implementation of the proposed algorithms, and discuss experimental results
that demonstrate the feasibility of the analysis of medium sized games.Comment: 15 pages, references, appendix, 5 figure
Assume-Admissible Synthesis
In this paper, we introduce a novel rule for synthesis of reactive systems,
applicable to systems made of n components which have each their own
objectives. It is based on the notion of admissible strategies. We compare our
novel rule with previous rules defined in the literature, and we show that
contrary to the previous proposals, our rule defines sets of solutions which
are rectangular. This property leads to solutions which are robust and
resilient. We provide algorithms with optimal complexity and also an
abstraction framework.Comment: 31 page
Recommended from our members
Chris Cannings: A Life in Games
Chris Cannings was one of the pioneers of evolutionary game theory. His early work was inspired by the formulations of John Maynard Smith, Geoff Parker and Geoff Price; Chris recognized the need for a strong mathematical foundation both to validate stated results and to give a basis for extensions of the models. He was responsible for fundamental results on matrix games, as well as much of the theory of the important war of attrition game, patterns of evolutionarily stable strategies, multiplayer games and games on networks. In this paper we describe his work, key insights and their influence on research by others in this increasingly important field. Chris made substantial contributions to other areas such as population genetics and segregation analysis, but it was to games that he always returned. This review is written by three of his students from different stages of his career
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
Rational verification and checking for Nash and subgame-perfect equilibria in graph games
We study two natural problems about rational behaviors in multiplayer
non-zero-sum sequential infinite duration games played on graphs: checking
problems, that consist in deciding whether a strategy profile, defined by a
Mealy machine, is rational; and rational verification, that consists in
deciding whether all the rational answers to a given strategy satisfy some
specification. We give the complexities of those problems for two major
concepts of rationality: Nash equilibria and subgame-perfect equilibria, and
for five major classes of payoff functions: parity, mean-payoff, quantitative
reachability, energy, and discounted-sum
On Sparse Discretization for Graphical Games
This short paper concerns discretization schemes for representing and
computing approximate Nash equilibria, with emphasis on graphical games, but
briefly touching on normal-form and poly-matrix games. The main technical
contribution is a representation theorem that informally states that to account
for every exact Nash equilibrium using a nearby approximate Nash equilibrium on
a grid over mixed strategies, a uniform discretization size linear on the
inverse of the approximation quality and natural game-representation parameters
suffices. For graphical games, under natural conditions, the discretization is
logarithmic in the game-representation size, a substantial improvement over the
linear dependency previously required. The paper has five other objectives: (1)
given the venue, to highlight the important, but often ignored, role that work
on constraint networks in AI has in simplifying the derivation and analysis of
algorithms for computing approximate Nash equilibria; (2) to summarize the
state-of-the-art on computing approximate Nash equilibria, with emphasis on
relevance to graphical games; (3) to help clarify the distinction between
sparse-discretization and sparse-support techniques; (4) to illustrate and
advocate for the deliberate mathematical simplicity of the formal proof of the
representation theorem; and (5) to list and discuss important open problems,
emphasizing graphical-game generalizations, which the AI community is most
suitable to solve.Comment: 30 pages. Original research note drafted in Dec. 2002 and posted
online Spring'03 (http://www.cis.upenn.
edu/~mkearns/teaching/cgt/revised_approx_bnd.pdf) as part of a course on
computational game theory taught by Prof. Michael Kearns at the University of
Pennsylvania; First major revision sent to WINE'10; Current version sent to
JAIR on April 25, 201
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