2,490 research outputs found

    Dynamic club formation with coordination

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    We present a dynamic model of jurisdiction formation in a society of identical people. The process is described by a Markov chain that is defined by myopic optimization on the part of the players. We show that the process will converge to a Nash equilibrium club structure. Next, we allow for coordination between members of the same club,i.e. club members can form coalitions for one period and deviate jointly. We define a Nash club equilibrium (NCE) as a strategy configuration that is immune to such coalitional deviations. We show that, if one exists, this modified process will converge to a NCE configuration with probability one. Finally, we deal with the case where a NCE fails to exist due to indivisibility problems. When the population size is not an integer multiple of the optimal club size, there will be left over players who prevent the process from settling down. We define the concept of an approximate Nash club equilibrium (ANCE), which means that all but k players are playing a Nash club equilibrium, where k is defined by the minimal number of left over players. We show that the modified process converges to an ergodic set of states each of which is ANCE

    Asymptotically Truthful Equilibrium Selection in Large Congestion Games

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    Studying games in the complete information model makes them analytically tractable. However, large nn player interactions are more realistically modeled as games of incomplete information, where players may know little to nothing about the types of other players. Unfortunately, games in incomplete information settings lose many of the nice properties of complete information games: the quality of equilibria can become worse, the equilibria lose their ex-post properties, and coordinating on an equilibrium becomes even more difficult. Because of these problems, we would like to study games of incomplete information, but still implement equilibria of the complete information game induced by the (unknown) realized player types. This problem was recently studied by Kearns et al. and solved in large games by means of introducing a weak mediator: their mediator took as input reported types of players, and output suggested actions which formed a correlated equilibrium of the underlying game. Players had the option to play independently of the mediator, or ignore its suggestions, but crucially, if they decided to opt-in to the mediator, they did not have the power to lie about their type. In this paper, we rectify this deficiency in the setting of large congestion games. We give, in a sense, the weakest possible mediator: it cannot enforce participation, verify types, or enforce its suggestions. Moreover, our mediator implements a Nash equilibrium of the complete information game. We show that it is an (asymptotic) ex-post equilibrium of the incomplete information game for all players to use the mediator honestly, and that when they do so, they end up playing an approximate Nash equilibrium of the induced complete information game. In particular, truthful use of the mediator is a Bayes-Nash equilibrium in any Bayesian game for any prior.Comment: The conference version of this paper appeared in EC 2014. This manuscript has been merged and subsumed by the preprint "Robust Mediators in Large Games": http://arxiv.org/abs/1512.0269

    Greedy Selfish Network Creation

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    We introduce and analyze greedy equilibria (GE) for the well-known model of selfish network creation by Fabrikant et al.[PODC'03]. GE are interesting for two reasons: (1) they model outcomes found by agents which prefer smooth adaptations over radical strategy-changes, (2) GE are outcomes found by agents which do not have enough computational resources to play optimally. In the model of Fabrikant et al. agents correspond to Internet Service Providers which buy network links to improve their quality of network usage. It is known that computing a best response in this model is NP-hard. Hence, poly-time agents are likely not to play optimally. But how good are networks created by such agents? We answer this question for very simple agents. Quite surprisingly, naive greedy play suffices to create remarkably stable networks. Specifically, we show that in the SUM version, where agents attempt to minimize their average distance to all other agents, GE capture Nash equilibria (NE) on trees and that any GE is in 3-approximate NE on general networks. For the latter we also provide a lower bound of 3/2 on the approximation ratio. For the MAX version, where agents attempt to minimize their maximum distance, we show that any GE-star is in 2-approximate NE and any GE-tree having larger diameter is in 6/5-approximate NE. Both bounds are tight. We contrast these positive results by providing a linear lower bound on the approximation ratio for the MAX version on general networks in GE. This result implies a locality gap of Ω(n)\Omega(n) for the metric min-max facility location problem, where n is the number of clients.Comment: 28 pages, 8 figures. An extended abstract of this work was accepted at WINE'1

    LP-based Covering Games with Low Price of Anarchy

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    We present a new class of vertex cover and set cover games. The price of anarchy bounds match the best known constant factor approximation guarantees for the centralized optimization problems for linear and also for submodular costs -- in contrast to all previously studied covering games, where the price of anarchy cannot be bounded by a constant (e.g. [6, 7, 11, 5, 2]). In particular, we describe a vertex cover game with a price of anarchy of 2. The rules of the games capture the structure of the linear programming relaxations of the underlying optimization problems, and our bounds are established by analyzing these relaxations. Furthermore, for linear costs we exhibit linear time best response dynamics that converge to these almost optimal Nash equilibria. These dynamics mimic the classical greedy approximation algorithm of Bar-Yehuda and Even [3]

    Budget-restricted utility games with ordered strategic decisions

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    We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to be shared between the tasks. We study strategic budget games, where the budget is shared proportionally. We also consider a variant in which the order of the strategic decisions influences the distribution of the budgets. The complexity of the optimal solution as well as existence, complexity and quality of equilibria are analyzed. Finally, we show that the time an ordered budget game needs to convergence towards an equilibrium may be exponential

    Resource Buying Games

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    In resource buying games a set of players jointly buys a subset of a finite resource set E (e.g., machines, edges, or nodes in a digraph). The cost of a resource e depends on the number (or load) of players using e, and has to be paid completely by the players before it becomes available. Each player i needs at least one set of a predefined family S_i in 2^E to be available. Thus, resource buying games can be seen as a variant of congestion games in which the load-dependent costs of the resources can be shared arbitrarily among the players. A strategy of player i in resource buying games is a tuple consisting of one of i's desired configurations S_i together with a payment vector p_i in R^E_+ indicating how much i is willing to contribute towards the purchase of the chosen resources. In this paper, we study the existence and computational complexity of pure Nash equilibria (PNE, for short) of resource buying games. In contrast to classical congestion games for which equilibria are guaranteed to exist, the existence of equilibria in resource buying games strongly depends on the underlying structure of the S_i's and the behavior of the cost functions. We show that for marginally non-increasing cost functions, matroids are exactly the right structure to consider, and that resource buying games with marginally non-decreasing cost functions always admit a PNE
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