469,008 research outputs found

    How do we remember the past in randomised strategies?

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    Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system depends on the decisions of both players, supplemented by chance. In this work, we focus on the notion of randomised strategy. More specifically, we show that three natural definitions may lead to very different results: in the most general cases, an almost-surely winning situation may become almost-surely losing if the player is only allowed to use a weaker notion of strategy. In more reasonable settings, translations exist, but they require infinite memory, even in simple cases. Finally, some traditional problems becomes undecidable for the strongest type of strategies

    Enumeration of PLCP-orientations of the 4-cube

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    The linear complementarity problem (LCP) provides a unified approach to many problems such as linear programs, convex quadratic programs, and bimatrix games. The general LCP is known to be NP-hard, but there are some promising results that suggest the possibility that the LCP with a P-matrix (PLCP) may be polynomial-time solvable. However, no polynomial-time algorithm for the PLCP has been found yet and the computational complexity of the PLCP remains open. Simple principal pivoting (SPP) algorithms, also known as Bard-type algorithms, are candidates for polynomial-time algorithms for the PLCP. In 1978, Stickney and Watson interpreted SPP algorithms as a family of algorithms that seek the sink of unique-sink orientations of nn-cubes. They performed the enumeration of the arising orientations of the 33-cube, hereafter called PLCP-orientations. In this paper, we present the enumeration of PLCP-orientations of the 44-cube.The enumeration is done via construction of oriented matroids generalizing P-matrices and realizability classification of oriented matroids.Some insights obtained in the computational experiments are presented as well

    Experiments on the Core: Some Disconcerting Results for Majority Rule Voting Games

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    In the context of spatial majority voting games, considerable experimental support exists for the core as a solution hypothesis when it exists (c.f. Berl, et al, 1976; Fiorina and Plott, 1978). Some recent experimentation, however, hints at possible problems in a finite alternative setting. Isaac and Plott (1978) report several such experiments in which subjects fail to adopt a core, although their experimental design uses a particular procedure of chairman control that might account for these results. Elsewhere (1979b) we report a series of vote trading experiments in which the core's success rate is less than fifty percent. In this essay we present some additional experimental evidence to suggest that committee choice in simple majority rule games is not dictated solely by whether or not a Condorcet (core) point exists. We conclude that, in the experimental context of open and free discussion, the performance of the core is affected by the structure of alternative space, and also by the structure of the perceived dominance relation beneath the core in the social ordering

    Interdependent Defense Games with Applications to Internet Security at the Level of Autonomous Systems

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    We propose interdependent defense (IDD) games, a computational game-theoretic framework to study aspects of the interdependence of risk and security in multi-agent systems under deliberate external attacks. Our model builds upon interdependent security (IDS) games, a model by Heal and Kunreuther that considers the source of the risk to be the result of a fixed randomized-strategy. We adapt IDS games to model the attacker’s deliberate behavior. We define the attacker’s pure-strategy space and utility function and derive appropriate cost functions for the defenders. We provide a complete characterization of mixed-strategy Nash equilibria (MSNE), and design a simple polynomial-time algorithm for computing all of them for an important subclass of IDD games. We also show that an efficient algorithm to determine whether some attacker’s strategy can be a part of an MSNE in an instance of IDD games is unlikely to exist. Yet, we provide a dynamic programming (DP) algorithm to compute an approximate MSNE when the graph/network structure of the game is a directed tree with a single source. We also show that the DP algorithm is a fully polynomial-time approximation scheme. In addition, we propose a generator of random instances of IDD games based on the real-world Internet-derived graph at the level of autonomous systems (≈27 K nodes and ≈100 K edges as measured in March 2010 by the DIMES project). We call such games Internet games. We introduce and empirically evaluate two heuristics from the literature on learning-in-games, best-response gradient dynamics (BRGD) and smooth best-response dynamics (SBRD), to compute an approximate MSNE in IDD games with arbitrary graph structures, such as randomly-generated instances of Internet games. In general, preliminary experiments applying our proposed heuristics are promising. Our experiments show that, while BRGD is a useful technique for the case of Internet games up to certain approximation level, SBRD is more efficient and provides better approximations than BRGD. Finally, we discuss several extensions, future work, and open problems

    Structural and computational aspects of simple and influence games

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    Simple games are a fundamental class of cooperative games. They have a huge relevance in several areas of computer science, social sciences and discrete applied mathematics. The algorithmic and computational complexity aspects of simple games have been gaining notoriety in the recent years. In this thesis we review different computational problems related to properties, parameters, and solution concepts of simple games. We consider different forms of representation of simple games, regular games and weighted games, and we analyze the computational complexity required to transform a game from one representation to another. We also analyze the complexity of several open problems under different forms of representation. In this scenario, we prove that the problem of deciding whether a simple game in minimal winning form is decisive (a problem that is associated to the duality problem of hypergraphs and monotone Boolean functions) can be solved in quasi-polynomial time, and that this problem can be polynomially reduced to the same problem but restricted to regular games in shift-minimal winning form. We also prove that the problem of deciding wheter a regular game is strong in shift-minimal winning form is coNP-complete. Further, for the width, one of the parameters of simple games, we prove that for simple games in minimal winning form it can be computed in polynomial time. Regardless of the form of representation, we also analyze counting and enumeration problems for several subfamilies of these games. We also introduce influence games, which are a new approach to study simple games based on a model of spread of influence in a social network, where influence spreads according to the linear threshold model. We show that influence games capture the whole class of simple games. Moreover, we study for influence games the complexity of the problems related to parameters, properties and solution concepts considered for simple games. We consider extremal cases with respect to demand of influence, and we show that, for these subfamilies, several problems become polynomial. We finish with some applications inspired on influence games. The first set of results concerns to the definition of collective choice models. For mediation systems, several of the problems of properties mentioned above are polynomial-time solvable. For influence systems, we prove that computing the satisfaction (a measure equivalent to the Rae index and similar to the Banzhaf value) is hard unless we consider some restrictions in the model. For OLFM systems, a generalization of OLF systems (van den Brink et al. 2011, 2012) we provide an axiomatization of satisfaction. The second set of results concerns to social network analysis. We define new centrality measures of social networks that we compare on real networks with some classical centrality measures.Los juegos simples son una clase fundamental de juegos cooperativos, que tiene una enorme relevancia en diversas áreas de ciencias de la computación, ciencias sociales y matemáticas discretas aplicadas. En los últimos años, los distintos aspectos algorítmicos y de complejidad computacional de los juegos simples ha ido ganando notoriedad. En esta tesis revisamos los distintos problemas computacionales relacionados con propiedades, parámetros y conceptos de solución de juegos simples. Primero consideramos distintas formas de representación de juegos simples, juegos regulares y juegos de mayoría ponderada, y estudiamos la complejidad computacional requerida para transformar un juego desde una representación a otra. También analizamos la complejidad de varios problemas abiertos bajo diferentes formas de representación. En este sentido, demostramos que el problema de decidir si un juego simple en forma ganadora minimal es decisivo (un problema asociado al problema de dualidad de hipergrafos y funciones booleanas monótonas) puede resolverse en tiempo cuasi-polinomial, y que este problema puede reducirse polinomialmente al mismo problema pero restringido a juegos regulares en forma ganadora shift-minimal. También demostramos que el problema de decidir si un juego regular en forma ganadora shift-minimal es fuerte (strong) es coNP-completo. Adicionalmente, para juegos simples en forma ganadora minimal demostramos que el parámetro de anchura (width) puede computarse en tiempo polinomial. Independientemente de la forma de representación, también estudiamos problemas de enumeración y conteo para varias subfamilias de juegos simples. Luego introducimos los juegos de influencia, un nuevo enfoque para estudiar juegos simples basado en un modelo de dispersión de influencia en redes sociales, donde la influencia se dispersa de acuerdo con el modelo de umbral lineal (linear threshold model). Demostramos que los juegos de influencia abarcan la totalidad de la clase de los juegos simples. Para estos juegos también estudiamos la complejidad de los problemas relacionados con parámetros, propiedades y conceptos de solución considerados para los juegos simples. Además consideramos casos extremos con respecto a la demanda de influencia, y probamos que para ciertas subfamilias, varios de estos problemas se vuelven polinomiales. Finalmente estudiamos algunas aplicaciones inspiradas en los juegos de influencia. El primer conjunto de estos resultados tiene que ver con la definición de modelos de decisión colectiva. Para sistemas de mediación, varios de los problemas de propiedades mencionados anteriormente son polinomialmente resolubles. Para los sistemas de influencia, demostramos que computar la satisfacción (una medida equivalente al índice de Rae y similar al valor de Banzhaf) es difícil a menos que consideremos algunas restricciones en el modelo. Para los sistemas OLFM, una generalización de los sistemas OLF (van den Brink et al. 2011, 2012) proporcionamos una axiomatización para la medida de satisfacción. El segundo conjunto de resultados se refiere al análisis de redes sociales, y en particular con la definición de nuevas medidas de centralidad de redes sociales, que comparamos en redes reales con otras medidas de centralidad clásica

    Experiments on the Core: Some Disconcerting Results for Majority Rule Voting Games

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    In the context of spatial majority voting games, considerable experimental support exists for the core as a solution hypothesis when it exists (c.f. Berl, et al, 1976; Fiorina and Plott, 1978). Some recent experimentation, however, hints at possible problems in a finite alternative setting. Isaac and Plott (1978) report several such experiments in which subjects fail to adopt a core, although their experimental design uses a particular procedure of chairman control that might account for these results. Elsewhere (1979b) we report a series of vote trading experiments in which the core's success rate is less than fifty percent. In this essay we present some additional experimental evidence to suggest that committee choice in simple majority rule games is not dictated solely by whether or not a Condorcet (core) point exists. We conclude that, in the experimental context of open and free discussion, the performance of the core is affected by the structure of alternative space, and also by the structure of the perceived dominance relation beneath the core in the social ordering

    Cooperation through social influence

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    We consider a simple and altruistic multiagent system in which the agents are eager to perform a collective task but where their real engagement depends on the willingness to perform the task of other influential agents. We model this scenario by an influence game, a cooperative simple game in which a team (or coalition) of players succeeds if it is able to convince enough agents to participate in the task (to vote in favor of a decision). We take the linear threshold model as the influence model. We show first the expressiveness of influence games showing that they capture the class of simple games. Then we characterize the computational complexity of various problems on influence games, including measures (length and width), values (Shapley-Shubik and Banzhaf) and properties (of teams and players). Finally, we analyze those problems for some particular extremal cases, with respect to the propagation of influence, showing tighter complexity characterizations.Peer ReviewedPostprint (author’s final draft
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