485 research outputs found

    Incentive Stackelberg Mean-payoff Games

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    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

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    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

    Smoothed Efficient Algorithms and Reductions for Network Coordination Games

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    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 22-strategy network coordination games to local-max-cut, and from kk-strategy games (with arbitrary kk) to local-max-cut up to two flips. The former together with the recent result of [BCC18] gives an alternate O(n8)O(n^8)-time smoothed algorithm for the 22-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

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    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

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    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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