11,162 research outputs found
Strong Nash Equilibria in Games with the Lexicographical Improvement Property
We introduce a class of finite strategic games with the property that every
deviation of a coalition of players that is profitable to each of its members
strictly decreases the lexicographical order of a certain function defined on
the set of strategy profiles. We call this property the Lexicographical
Improvement Property (LIP) and show that it implies the existence of a
generalized strong ordinal potential function. We use this characterization to
derive existence, efficiency and fairness properties of strong Nash equilibria.
We then study a class of games that generalizes congestion games with
bottleneck objectives that we call bottleneck congestion games. We show that
these games possess the LIP and thus the above mentioned properties. For
bottleneck congestion games in networks, we identify cases in which the
potential function associated with the LIP leads to polynomial time algorithms
computing a strong Nash equilibrium. Finally, we investigate the LIP for
infinite games. We show that the LIP does not imply the existence of a
generalized strong ordinal potential, thus, the existence of SNE does not
follow. Assuming that the function associated with the LIP is continuous,
however, we prove existence of SNE. As a consequence, we prove that bottleneck
congestion games with infinite strategy spaces and continuous cost functions
possess a strong Nash equilibrium
Deciding the Borel complexity of regular tree languages
We show that it is decidable whether a given a regular tree language belongs
to the class of the Borel hierarchy, or equivalently whether
the Wadge degree of a regular tree language is countable.Comment: 15 pages, 2 figure
Fixpoint Games on Continuous Lattices
Many analysis and verifications tasks, such as static program analyses and
model-checking for temporal logics reduce to the solution of systems of
equations over suitable lattices. Inspired by recent work on lattice-theoretic
progress measures, we develop a game-theoretical approach to the solution of
systems of monotone equations over lattices, where for each single equation
either the least or greatest solution is taken. A simple parity game, referred
to as fixpoint game, is defined that provides a correct and complete
characterisation of the solution of equation systems over continuous lattices,
a quite general class of lattices widely used in semantics. For powerset
lattices the fixpoint game is intimately connected with classical parity games
for -calculus model-checking, whose solution can exploit as a key tool
Jurdzi\'nski's small progress measures. We show how the notion of progress
measure can be naturally generalised to fixpoint games over continuous lattices
and we prove the existence of small progress measures. Our results lead to a
constructive formulation of progress measures as (least) fixpoints. We refine
this characterisation by introducing the notion of selection that allows one to
constrain the plays in the parity game, enabling an effective (and possibly
efficient) solution of the game, and thus of the associated verification
problem. We also propose a logic for specifying the moves of the existential
player that can be used to systematically derive simplified equations for
efficiently computing progress measures. We discuss potential applications to
the model-checking of latticed -calculi and to the solution of fixpoint
equations systems over the reals
Forming Probably Stable Communities with Limited Interactions
A community needs to be partitioned into disjoint groups; each community
member has an underlying preference over the groups that they would want to be
a member of. We are interested in finding a stable community structure: one
where no subset of members wants to deviate from the current structure. We
model this setting as a hedonic game, where players are connected by an
underlying interaction network, and can only consider joining groups that are
connected subgraphs of the underlying graph. We analyze the relation between
network structure, and one's capability to infer statistically stable (also
known as PAC stable) player partitions from data. We show that when the
interaction network is a forest, one can efficiently infer PAC stable coalition
structures. Furthermore, when the underlying interaction graph is not a forest,
efficient PAC stabilizability is no longer achievable. Thus, our results
completely characterize when one can leverage the underlying graph structure in
order to compute PAC stable outcomes for hedonic games. Finally, given an
unknown underlying interaction network, we show that it is NP-hard to decide
whether there exists a forest consistent with data samples from the network.Comment: 11 pages, full version of accepted AAAI-19 pape
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