2,381 research outputs found

    Connectivity and equilibrium in random games

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    We study how the structure of the interaction graph of a game affects the existence of pure Nash equilibria. In particular, for a fixed interaction graph, we are interested in whether there are pure Nash equilibria arising when random utility tables are assigned to the players. We provide conditions for the structure of the graph under which equilibria are likely to exist and complementary conditions which make the existence of equilibria highly unlikely. Our results have immediate implications for many deterministic graphs and generalize known results for random games on the complete graph. In particular, our results imply that the probability that bounded degree graphs have pure Nash equilibria is exponentially small in the size of the graph and yield a simple algorithm that finds small nonexistence certificates for a large family of graphs. Then we show that in any strongly connected graph of n vertices with expansion (1+Ω(1))log2(n)(1+\Omega(1))\log_2(n) the distribution of the number of equilibria approaches the Poisson distribution with parameter 1, asymptotically as n+n \to +\infty.Comment: Published in at http://dx.doi.org/10.1214/10-AAP715 the Annals of Applied Probability (http://www.imstat.org/aap/) by the Institute of Mathematical Statistics (http://www.imstat.org

    Monotone methods for equilibrium selection under perfect foresight dynamics

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    This paper studies equilibrium selection in supermodular games based on perfect foresight dynamics. A normal form game is played repeatedly in a large society of rational agents. There are frictions: opportunities to revise actions follow independent Poisson processes. Each agent forms his belief about the future evolution of action distribution in the society to take an action that maximizes his expected discounted payo�. A perfect foresight path is de�ned to be a feasible path of the action distribution along which every agent with a revision opportunity takes a best response to this path itself. A Nash equilibrium is said to be absorbing if there exists no perfect foresight path escaping from a neighborhood of this equilibrium; a Nash equilibrium is said to be globally accessible if for each initial distribution, there exists a perfect foresight path converging to this equilibrium. By exploiting the monotone structure of the dynamics, a unique Nash equilibrium that is absorbing and globally accessible for any small degree of friction is identi�ed for certain classes of supermodular games. For games with monotone potentials, the selection of the monotone potential maximizer is obtained. Complete characterizations of absorbing equilibrium and globally accessible equilibrium are given for binary supermodular games. An example demonstrates that unanimity games may have multiple globally accessible equilibria for a small friction

    Pure Nash Equilibria and Best-Response Dynamics in Random Games

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    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

    A cognitive hierarchy model of games

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    Players in a game are “in equilibrium” if they are rational, and accurately predict other players' strategies. In many experiments, however, players are not in equilibrium. An alternative is “cognitive hierarchy” (CH) theory, where each player assumes that his strategy is the most sophisticated. The CH model has inductively defined strategic categories: step 0 players randomize; and step k thinkers best-respond, assuming that other players are distributed over step 0 through step k − 1. This model fits empirical data, and explains why equilibrium theory predicts behavior well in some games and poorly in others. An average of 1.5 steps fits data from many games

    A cognitive hierarchy theory of one-shot games: Some preliminary results

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    Strategic thinking, best-response, and mutual consistency (equilibrium) are three key modelling principles in noncooperative game theory. This paper relaxes mutual consistency to predict how players are likely to behave in in one-shot games before they can learn to equilibrate. We introduce a one-parameter cognitive hierarchy (CH) model to predict behavior in one-shot games, and initial conditions in repeated games. The CH approach assumes that players use k steps of reasoning with frequency f (k). Zero-step players randomize. Players using k (≥ 1) steps best respond given partially rational expectations about what players doing 0 through k - 1 steps actually choose. A simple axiom which expresses the intuition that steps of thinking are increasingly constrained by working memory, implies that f (k) has a Poisson distribution (characterized by a mean number of thinking steps τ ). The CH model converges to dominance-solvable equilibria when τ is large, predicts monotonic entry in binary entry games for τ < 1:25, and predicts effects of group size which are not predicted by Nash equilibrium. Best-fitting values of τ have an interquartile range of (.98,2.40) and a median of 1.65 across 80 experimental samples of matrix games, entry games, mixed-equilibrium games, and dominance-solvable p-beauty contests. The CH model also has economic value because subjects would have raised their earnings substantially if they had best-responded to model forecasts instead of making the choices they did

    Discretized Multinomial Distributions and Nash Equilibria in Anonymous Games

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    We show that there is a polynomial-time approximation scheme for computing Nash equilibria in anonymous games with any fixed number of strategies (a very broad and important class of games), extending the two-strategy result of Daskalakis and Papadimitriou 2007. The approximation guarantee follows from a probabilistic result of more general interest: The distribution of the sum of n independent unit vectors with values ranging over {e1, e2, ...,ek}, where ei is the unit vector along dimension i of the k-dimensional Euclidean space, can be approximated by the distribution of the sum of another set of independent unit vectors whose probabilities of obtaining each value are multiples of 1/z for some integer z, and so that the variational distance of the two distributions is at most eps, where eps is bounded by an inverse polynomial in z and a function of k, but with no dependence on n. Our probabilistic result specifies the construction of a surprisingly sparse eps-cover -- under the total variation distance -- of the set of distributions of sums of independent unit vectors, which is of interest on its own right.Comment: In the 49th Annual IEEE Symposium on Foundations of Computer Science, FOCS 200

    A Size-Free CLT for Poisson Multinomials and its Applications

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    An (n,k)(n,k)-Poisson Multinomial Distribution (PMD) is the distribution of the sum of nn independent random vectors supported on the set Bk={e1,,ek}{\cal B}_k=\{e_1,\ldots,e_k\} of standard basis vectors in Rk\mathbb{R}^k. We show that any (n,k)(n,k)-PMD is poly(kσ){\rm poly}\left({k\over \sigma}\right)-close in total variation distance to the (appropriately discretized) multi-dimensional Gaussian with the same first two moments, removing the dependence on nn from the Central Limit Theorem of Valiant and Valiant. Interestingly, our CLT is obtained by bootstrapping the Valiant-Valiant CLT itself through the structural characterization of PMDs shown in recent work by Daskalakis, Kamath, and Tzamos. In turn, our stronger CLT can be leveraged to obtain an efficient PTAS for approximate Nash equilibria in anonymous games, significantly improving the state of the art, and matching qualitatively the running time dependence on nn and 1/ε1/\varepsilon of the best known algorithm for two-strategy anonymous games. Our new CLT also enables the construction of covers for the set of (n,k)(n,k)-PMDs, which are proper and whose size is shown to be essentially optimal. Our cover construction combines our CLT with the Shapley-Folkman theorem and recent sparsification results for Laplacian matrices by Batson, Spielman, and Srivastava. Our cover size lower bound is based on an algebraic geometric construction. Finally, leveraging the structural properties of the Fourier spectrum of PMDs we show that these distributions can be learned from Ok(1/ε2)O_k(1/\varepsilon^2) samples in polyk(1/ε){\rm poly}_k(1/\varepsilon)-time, removing the quasi-polynomial dependence of the running time on 1/ε1/\varepsilon from the algorithm of Daskalakis, Kamath, and Tzamos.Comment: To appear in STOC 201
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