653 research outputs found
Computational Results for Extensive-Form Adversarial Team Games
We provide, to the best of our knowledge, the first computational study of
extensive-form adversarial team games. These games are sequential, zero-sum
games in which a team of players, sharing the same utility function, faces an
adversary. We define three different scenarios according to the communication
capabilities of the team. In the first, the teammates can communicate and
correlate their actions both before and during the play. In the second, they
can only communicate before the play. In the third, no communication is
possible at all. We define the most suitable solution concepts, and we study
the inefficiency caused by partial or null communication, showing that the
inefficiency can be arbitrarily large in the size of the game tree.
Furthermore, we study the computational complexity of the equilibrium-finding
problem in the three scenarios mentioned above, and we provide, for each of the
three scenarios, an exact algorithm. Finally, we empirically evaluate the
scalability of the algorithms in random games and the inefficiency caused by
partial or null communication
Ad auctions and cascade model: GSP inefficiency and algorithms
The design of the best economic mechanism for Sponsored Search Auctions
(SSAs) is a central task in computational mechanism design/game theory. Two
open questions concern the adoption of user models more accurate than that one
currently used and the choice between Generalized Second Price auction (GSP)
and Vickrey-Clark-Groves mechanism (VCG). In this paper, we provide some
contributions to answer these questions. We study Price of Anarchy (PoA) and
Price of Stability (PoS) over social welfare and auctioneer's revenue of GSP
w.r.t. the VCG when the users follow the famous cascade model. Furthermore, we
provide exact, randomized, and approximate algorithms, showing that in
real-world settings (Yahoo! Webscope A3 dataset, 10 available slots) optimal
allocations can be found in less than 1s with up to 1000 ads, and can be
approximated in less than 20ms even with more than 1000 ads with an average
accuracy greater than 99%.Comment: AAAI16, to appea
Extensive-Form Perfect Equilibrium Computation in Two-Player Games
We study the problem of computing an Extensive-Form Perfect Equilibrium
(EFPE) in 2-player games. This equilibrium concept refines the Nash equilibrium
requiring resilience w.r.t. a specific vanishing perturbation (representing
mistakes of the players at each decision node). The scientific challenge is
intrinsic to the EFPE definition: it requires a perturbation over the agent
form, but the agent form is computationally inefficient, due to the presence of
highly nonlinear constraints. We show that the sequence form can be exploited
in a non-trivial way and that, for general-sum games, finding an EFPE is
equivalent to solving a suitably perturbed linear complementarity problem. We
prove that Lemke's algorithm can be applied, showing that computing an EFPE is
-complete. In the notable case of zero-sum games, the problem is
in and can be solved by linear programming. Our algorithms also
allow one to find a Nash equilibrium when players cannot perfectly control
their moves, being subject to a given execution uncertainty, as is the case in
most realistic physical settings.Comment: To appear in AAAI 1
A Game Theoretical Analysis of Localization Security in Wireless Sensor Networks with Adversaries
Wireless Sensor Networks (WSN) support data collection and distributed data
processing by means of very small sensing devices that are easy to tamper and
cloning: therefore classical security solutions based on access control and
strong authentication are difficult to deploy. In this paper we look at the
problem of assessing security of node localization. In particular, we analyze
the scenario in which Verifiable Multilateration (VM) is used to localize nodes
and a malicious node (i.e., the adversary) try to masquerade as non-malicious.
We resort to non-cooperative game theory and we model this scenario as a
two-player game. We analyze the optimal players' strategy and we show that the
VM is indeed a proper mechanism to reduce fake positions.Comment: International Congress on Ultra Modern Telecommunications and Control
Systems 2010. (ICUMT'10
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