741 research outputs found
Smoothed Efficient Algorithms and Reductions for Network Coordination Games
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 -strategy network coordination games to
local-max-cut, and from -strategy games (with arbitrary ) to
local-max-cut up to two flips. The former together with the recent result of
[BCC18] gives an alternate -time smoothed algorithm for the
-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
Network Topology and Equilibrium Existence in Weighted Network Congestion Games
Every finite noncooperative game can be presented as a weighted network congestion game, and also as a network congestion game with player-specific costs. In the first presentation, different players may contribute differently to congestion, and in the second, they are differently (negatively) affected by it. This paper shows that the topology of the underlying (undirected two-terminal) network provides information about the existence of pure-strategy Nash equilibrium in the game. For some networks, but not for others, every corresponding game has at least one such equilibrium. For the weighted presentation, a complete characterization of the networks with this property is given. The necessary and sufficient condition is that the network has at most three routes that do traverse any edge in opposite directions, or it consists of several such networks connected in series. The corresponding problem for player-specific costs remains open.Congestion games, network topology, existence of equilibrium
Learning in Networks: a survey
This paper presents a survey of research on learning with a special focus on the structure of interaction between individual entities. The structure is formally modelled as a network: the nodes of the network are individuals while the arcs admit a variety of interpretations (ranging from information channels to social and economic ties). I first examine the nature of learning about optimal actions for a given network architecture. I then discuss learning about optimal links and actions in evolving networks
Coordination Games on Weighted Directed Graphs
We study strategic games on weighted directed graphs, where each player’s payoff is defined as the sum of the weights on the edges from players who chose the same strategy, augmented by a fixed nonnegative integer bonus for picking a given strategy. These games capture the idea of coordination in the absence of globally common strategies. We identify natural classes of graphs for which finite improvement or coalition-improvement paths of polynomial length always exist, and consequently a (pure) Nash equilibrium or a strong equilibrium can be found in polynomial time. The considered classes of graphs are typical in network topologies: simple cycles correspond to the token ring local area networks, whereas open chains of simple cycles correspond to multiple independent rings topology from the recommendation G.8032v2 on Ethernet ring protection switching. For simple cycles, these results are optimal in the sense that without the imposed conditions on the weights and bonuses, a Nash equilibrium may not even exist. Finally, we prove that determining the existence of a Nash equilibrium or of a strong equilibrium is NP-complete already for unweighted graphs, with no bonuses assumed. This implies that the same problems for polymatrix games are strongly NP-hard. </jats:p
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