68 research outputs found
Incentivizing the Dynamic Workforce: Learning Contracts in the Gig-Economy
In principal-agent models, a principal offers a contract to an agent to
perform a certain task. The agent exerts a level of effort that maximizes her
utility. The principal is oblivious to the agent's chosen level of effort, and
conditions her wage only on possible outcomes. In this work, we consider a
model in which the principal is unaware of the agent's utility and action
space. She sequentially offers contracts to identical agents, and observes the
resulting outcomes. We present an algorithm for learning the optimal contract
under mild assumptions. We bound the number of samples needed for the principal
obtain a contract that is within of her optimal net profit for every
Optimizing Reachability Sets in Temporal Graphs by Delaying
A temporal graph is a dynamic graph where every edge is assigned a set of integer time labels that indicate at which discrete time step the edge is available. In this paper, we study how changes of the time labels, corresponding to delays on the availability of the edges, affect the reachability sets from given sources. We introduce control mechanisms for reachability sets that are based on two natural operations of delaying. The first operation, termed merging, is global and batches together consecutive time labels into a single time label in the whole network simultaneously. The second, imposes independent delays on the time labels of every edge of the graph. We provide a thorough investigation of the computational complexity of different objectives related to reachability sets when these operations are used
Computing Approximate Nash Equilibria in Polymatrix Games
In an -Nash equilibrium, a player can gain at most by
unilaterally changing his behaviour. For two-player (bimatrix) games with
payoffs in , the best-known achievable in polynomial time is
0.3393. In general, for -player games an -Nash equilibrium can be
computed in polynomial time for an that is an increasing function of
but does not depend on the number of strategies of the players. For
three-player and four-player games the corresponding values of are
0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general
-player games where a player's payoff is the sum of payoffs from a number of
bimatrix games. There exists a very small but constant such that
computing an -Nash equilibrium of a polymatrix game is \PPAD-hard.
Our main result is that a -Nash equilibrium of an -player
polymatrix game can be computed in time polynomial in the input size and
. Inspired by the algorithm of Tsaknakis and Spirakis, our
algorithm uses gradient descent on the maximum regret of the players. We also
show that this algorithm can be applied to efficiently find a
-Nash equilibrium in a two-player Bayesian game
A Polynomial-Time Algorithm for 1/3-Approximate Nash Equilibria in Bimatrix Games
Since the celebrated PPAD-completeness result for Nash equilibria in bimatrix games, a long line of research has focused on polynomial-time algorithms that compute ?-approximate Nash equilibria. Finding the best possible approximation guarantee that we can have in polynomial time has been a fundamental and non-trivial pursuit on settling the complexity of approximate equilibria. Despite a significant amount of effort, the algorithm of Tsaknakis and Spirakis [Tsaknakis and Spirakis, 2008], with an approximation guarantee of (0.3393+?), remains the state of the art over the last 15 years. In this paper, we propose a new refinement of the Tsaknakis-Spirakis algorithm, resulting in a polynomial-time algorithm that computes a (1/3+?)-Nash equilibrium, for any constant ? > 0. The main idea of our approach is to go beyond the use of convex combinations of primal and dual strategies, as defined in the optimization framework of [Tsaknakis and Spirakis, 2008], and enrich the pool of strategies from which we build the strategy profiles that we output in certain bottleneck cases of the algorithm
A Polynomial-Time Algorithm for 1/2-Well-Supported Nash Equilibria in Bimatrix Games
Since the seminal PPAD-completeness result for computing a Nash equilibrium
even in two-player games, an important line of research has focused on
relaxations achievable in polynomial time. In this paper, we consider the
notion of -well-supported Nash equilibrium, where corresponds to the approximation guarantee. Put simply, in an
-well-supported equilibrium, every player chooses with positive
probability actions that are within of the maximum achievable
payoff, against the other player's strategy. Ever since the initial
approximation guarantee of 2/3 for well-supported equilibria, which was
established more than a decade ago, the progress on this problem has been
extremely slow and incremental. Notably, the small improvements to 0.6608, and
finally to 0.6528, were achieved by algorithms of growing complexity. Our main
result is a simple and intuitive algorithm, that improves the approximation
guarantee to 1/2. Our algorithm is based on linear programming and in
particular on exploiting suitably defined zero-sum games that arise from the
payoff matrices of the two players. As a byproduct, we show how to achieve the
same approximation guarantee in a query-efficient way
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