32 research outputs found

    Recognizing Members of the Tournament Equilibrium Set is NP-hard

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    A recurring theme in the mathematical social sciences is how to select the "most desirable" elements given a binary dominance relation on a set of alternatives. Schwartz's tournament equilibrium set (TEQ) ranks among the most intriguing, but also among the most enigmatic, tournament solutions that have been proposed so far in this context. Due to its unwieldy recursive definition, little is known about TEQ. In particular, its monotonicity remains an open problem up to date. Yet, if TEQ were to satisfy monotonicity, it would be a very attractive tournament solution concept refining both the Banks set and Dutta's minimal covering set. We show that the problem of deciding whether a given alternative is contained in TEQ is NP-hard.Comment: 9 pages, 3 figure

    Computing Nash equilibria for district-based nominations

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    From model checking to equilibrium checking: reactive modules for rational verification

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    Model checking is the best-known and most successful approach to formally verifying that systems satisfy specifications, expressed as temporal logic formulae. In this article, we develop the theory of equilibrium checking, a related but distinct problem. Equilibrium checking is relevant for multi-agent systems in which system components (agents) are assumed to be acting rationally in pursuit of delegated goals, and is concerned with understanding what temporal properties hold of such systems under the assumption that agents select strategies in equilibrium. The formal framework we use to study this problem assumes agents are modelled using Reactive Modules, a system modelling language that is used in a range of practical model checking systems. Each agent (or player) in a Reactive Modulesgame is specified as a nondeterministic guarded command program, and each player's goal is specified with a temporal logic formula that the player desires to see satisfied. A strategy for a player in a Reactive Modules game defines how that player selects enabled guarded commands for execution over successive rounds of the game. For this general setting, we investigate games in which players have goals specified in Linear Temporal Logic (in which case it is assumed that players choose deterministic strategies) and in Computation Tree Logic (in which case players select nondeterministic strategies). For each of these cases, after formally defining the game setting, we characterise the complexity of a range of problems relating to Nash equilibria (e.g., the computation or the verification of existence of a Nash equilibrium or checking whether a given temporal formula is satisfied on some Nash equilibrium). We then go on to show how the model we present can be used to encode, for example, games in which the choices available to players are specified using STRIPS planning operators

    From model checking to equilibrium checking: reactive modules for rational verification

    No full text
    Model checking is the best-known and most successful approach to formally verifying that systems satisfy specifications, expressed as temporal logic formulae. In this article, we develop the theory of equilibrium checking, a related but distinct problem. Equilibrium checking is relevant for multi-agent systems in which system components (agents) are assumed to be acting rationally in pursuit of delegated goals, and is concerned with understanding what temporal properties hold of such systems under the assumption that agents select strategies in equilibrium. The formal framework we use to study this problem assumes agents are modelled using Reactive Modules, a system modelling language that is used in a range of practical model checking systems. Each agent (or player) in a Reactive Modulesgame is specified as a nondeterministic guarded command program, and each player's goal is specified with a temporal logic formula that the player desires to see satisfied. A strategy for a player in a Reactive Modules game defines how that player selects enabled guarded commands for execution over successive rounds of the game. For this general setting, we investigate games in which players have goals specified in Linear Temporal Logic (in which case it is assumed that players choose deterministic strategies) and in Computation Tree Logic (in which case players select nondeterministic strategies). For each of these cases, after formally defining the game setting, we characterise the complexity of a range of problems relating to Nash equilibria (e.g., the computation or the verification of existence of a Nash equilibrium or checking whether a given temporal formula is satisfied on some Nash equilibrium). We then go on to show how the model we present can be used to encode, for example, games in which the choices available to players are specified using STRIPS planning operators

    A mathematical analysis of an election system proposed by Gottlob Frege

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    In 1998 a long-lost proposal for an election law by Gottlob Frege (1848–1925) was rediscovered in the Thüringer Universitäts- und Landesbibliothek in Jena, Germany. The method that Frege proposed for the election of representatives of a constituency features a remarkable concern for the representation of minorities. Its core idea is that votes cast for unelected candidates are carried over to the next election, while elected candidates incur a cost of winning. We prove that this sensitivity to past elections guarantees a proportional representation of political opinions in the long run. We find that through a slight modification of Frege’s original method even stronger proportionality guarantees can be achieved. This modified version of Frege’s method also provides a novel solution to the apportionment problem, which is distinct from all of the best-known apportionment methods, while still possessing noteworthy proportionality properties

    Nash equilibrium and bisimulation invariance

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    Game theory provides a well-established framework for the analysis of concurrent and multi-agent systems. The basic idea is that concurrent processes (agents) can be understood as corresponding to players in a game; plays represent the possible computation runs of the system; and strategies define the behaviour of agents. Typically, strategies are modelled as functions from sequences of system states to player actions. Analysing a system in such a setting involves computing the set of (Nash) equilibria in the concurrent game. However, we show that, with respect to the above model of strategies (arguably, the “standard” model in the computer science literature), bisimilarity does not preserve the existence of Nash equilibria. Thus, two concurrent games which are behaviourally equivalent from a semantic perspective, and which from a logical perspective satisfy the same temporal logic formulae, may nevertheless have fundamentally different properties (solutions) from a game theoretic perspective. Our aim in this paper is to explore the issues raised by this discovery. After illustrating the issue by way of a motivating example, we present three models of strategies with respect to which the existence of Nash equilibria is preserved under bisimilarity. We use some of these models of strategies to provide new semantic foundations for logics for strategic reasoning, and investigate restricted scenarios where bisimilarity can be shown to preserve the existence of Nash equilibria with respect to the conventional model of strategies in the computer science literature

    Nash equilibrium and bisimulation invariance

    No full text
    Game theory provides a well-established framework for the analysis of concurrent and multi-agent systems. The basic idea is that concurrent processes (agents) can be understood as corresponding to players in a game; plays represent the possible computation runs of the system; and strategies define the behaviour of agents. Typically, strategies are modelled as functions from sequences of system states to player actions. Analysing a system in such a setting involves computing the set of (Nash) equilibria in the concurrent game. However, we show that, with respect to the above model of strategies (arguably, the “standard” model in the computer science literature), bisimilarity does not preserve the existence of Nash equilibria. Thus, two concurrent games which are behaviourally equivalent from a semantic perspective, and which from a logical perspective satisfy the same temporal logic formulae, may nevertheless have fundamentally different properties (solutions) from a game theoretic perspective. Our aim in this paper is to explore the issues raised by this discovery. After illustrating the issue by way of a motivating example, we present three models of strategies with respect to which the existence of Nash equilibria is preserved under bisimilarity. We use some of these models of strategies to provide new semantic foundations for logics for strategic reasoning, and investigate restricted scenarios where bisimilarity can be shown to preserve the existence of Nash equilibria with respect to the conventional model of strategies in the computer science literature
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