11,906 research outputs found
Sharp identification regions in games
We study identification in static, simultaneous move finite games of complete information, where the presence of multiple Nash equilibria may lead to partial identification of the model parameters. The identification regions for these parameters proposed in the related literature are known not to be sharp. Using the theory of random sets, we show that the sharp identification region can be obtained as the set of minimizers of the distance from the conditional distribution of game's outcomes given covariates, to the conditional Aumann expectation given covariates of a properly defined random set. This is the random set of probability distributions over action profiles given profit shifters implied by mixed strategy Nash equilibria. The sharp identification region can be approximated arbitrarily accurately through a finite number of moment inequalities based on the support function of the conditional Aumann expectation. When only pure strategy Nash equilibria are played, the sharp identification region is exactly determined by a finite number of moment inequalities. We discuss how our results can be extended to other solution concepts, such as for example correlated equilibrium or rationality and rationalizability. We show that calculating the sharp identification region using our characterization is computationally feasible. We also provide a simple algorithm which finds the set of inequalities that need to be checked in order to insure sharpness. We use examples analyzed in the literature to illustrate the gains in identification afforded by our method.Identification, Random Sets, Aumann Expectation, Support Function, Capacity Functional, Normal Form Games, Inequality Constraints.
Voronoi Choice Games
We study novel variations of Voronoi games and associated random processes
that we call Voronoi choice games. These games provide a rich framework for
studying questions regarding the power of small numbers of choices in
multi-player, competitive scenarios, and they further lead to many interesting,
non-trivial random processes that appear worthy of study.
As an example of the type of problem we study, suppose a group of miners
are staking land claims through the following process: each miner has
associated points independently and uniformly distributed on an underlying
space, so the th miner will have associated points
. Each miner chooses one of these points as the
base point for their claim. Each miner obtains mining rights for the area of
the square that is closest to their chosen base, that is, they obtain the
Voronoi cell corresponding to their chosen point in the Voronoi diagram of the
chosen points. Each player's goal is simply to maximize the amount of land
under their control. What can we say about the players' strategy and the
equilibria of such games?
In our main result, we derive bounds on the expected number of pure Nash
equilibria for a variation of the 1-dimensional game on the circle where a
player owns the arc starting from their point and moving clockwise to the next
point. This result uses interesting properties of random arc lengths on
circles, and demonstrates the challenges in analyzing these kinds of problems.
We also provide several other related results. In particular, for the
1-dimensional game on the circle, we show that a pure Nash equilibrium always
exists when each player owns the part of the circle nearest to their point, but
it is NP-hard to determine whether a pure Nash equilibrium exists in the
variant when each player owns the arc starting from their point clockwise to
the next point
Pure Nash Equilibria and Best-Response Dynamics in Random Games
In finite games mixed Nash equilibria always exist, but pure equilibria may
fail to exist. To assess the relevance of this nonexistence, we consider games
where the payoffs are drawn at random. In particular, we focus on games where a
large number of players can each choose one of two possible strategies, and the
payoffs are i.i.d. with the possibility of ties. We provide asymptotic results
about the random number of pure Nash equilibria, such as fast growth and a
central limit theorem, with bounds for the approximation error. Moreover, by
using a new link between percolation models and game theory, we describe in
detail the geometry of Nash equilibria and show that, when the probability of
ties is small, a best-response dynamics reaches a Nash equilibrium with a
probability that quickly approaches one as the number of players grows. We show
that a multitude of phase transitions depend only on a single parameter of the
model, that is, the probability of having ties.Comment: 29 pages, 7 figure
Approximate well-supported Nash equilibria in symmetric bimatrix games
The -well-supported Nash equilibrium is a strong notion of
approximation of a Nash equilibrium, where no player has an incentive greater
than to deviate from any of the pure strategies that she uses in
her mixed strategy. The smallest constant currently known for
which there is a polynomial-time algorithm that computes an
-well-supported Nash equilibrium in bimatrix games is slightly
below . In this paper we study this problem for symmetric bimatrix games
and we provide a polynomial-time algorithm that gives a
-well-supported Nash equilibrium, for an arbitrarily small
positive constant
Query Complexity of Approximate Equilibria in Anonymous Games
We study the computation of equilibria of anonymous games, via algorithms
that may proceed via a sequence of adaptive queries to the game's payoff
function, assumed to be unknown initially. The general topic we consider is
\emph{query complexity}, that is, how many queries are necessary or sufficient
to compute an exact or approximate Nash equilibrium.
We show that exact equilibria cannot be found via query-efficient algorithms.
We also give an example of a 2-strategy, 3-player anonymous game that does not
have any exact Nash equilibrium in rational numbers. However, more positive
query-complexity bounds are attainable if either further symmetries of the
utility functions are assumed or we focus on approximate equilibria. We
investigate four sub-classes of anonymous games previously considered by
\cite{bfh09, dp14}.
Our main result is a new randomized query-efficient algorithm that finds a
-approximate Nash equilibrium querying
payoffs and runs in time . This improves on the running
time of pre-existing algorithms for approximate equilibria of anonymous games,
and is the first one to obtain an inverse polynomial approximation in
poly-time. We also show how this can be utilized as an efficient
polynomial-time approximation scheme (PTAS). Furthermore, we prove that
payoffs must be queried in order to find any
-well-supported Nash equilibrium, even by randomized algorithms
When Can Limited Randomness Be Used in Repeated Games?
The central result of classical game theory states that every finite normal
form game has a Nash equilibrium, provided that players are allowed to use
randomized (mixed) strategies. However, in practice, humans are known to be bad
at generating random-like sequences, and true random bits may be unavailable.
Even if the players have access to enough random bits for a single instance of
the game their randomness might be insufficient if the game is played many
times.
In this work, we ask whether randomness is necessary for equilibria to exist
in finitely repeated games. We show that for a large class of games containing
arbitrary two-player zero-sum games, approximate Nash equilibria of the
-stage repeated version of the game exist if and only if both players have
random bits. In contrast, we show that there exists a class of
games for which no equilibrium exists in pure strategies, yet the -stage
repeated version of the game has an exact Nash equilibrium in which each player
uses only a constant number of random bits.
When the players are assumed to be computationally bounded, if cryptographic
pseudorandom generators (or, equivalently, one-way functions) exist, then the
players can base their strategies on "random-like" sequences derived from only
a small number of truly random bits. We show that, in contrast, in repeated
two-player zero-sum games, if pseudorandom generators \emph{do not} exist, then
random bits remain necessary for equilibria to exist
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