792 research outputs found
K-Implementation
This paper discusses an interested party who wishes to influence the behavior
of agents in a game (multi-agent interaction), which is not under his control.
The interested party cannot design a new game, cannot enforce agents' behavior,
cannot enforce payments by the agents, and cannot prohibit strategies available
to the agents. However, he can influence the outcome of the game by committing
to non-negative monetary transfers for the different strategy profiles that may
be selected by the agents. The interested party assumes that agents are
rational in the commonly agreed sense that they do not use dominated
strategies. Hence, a certain subset of outcomes is implemented in a given game
if by adding non-negative payments, rational players will necessarily produce
an outcome in this subset. Obviously, by making sufficiently big payments one
can implement any desirable outcome. The question is what is the cost of
implementation? In this paper we introduce the notion of k-implementation of a
desired set of strategy profiles, where k stands for the amount of payment that
need to be actually made in order to implement desirable outcomes. A major
point in k-implementation is that monetary offers need not necessarily
materialize when following desired behaviors. We define and study
k-implementation in the contexts of games with complete and incomplete
information. In the latter case we mainly focus on the VCG games. Our setting
is later extended to deal with mixed strategies using correlation devices.
Together, the paper introduces and studies the implementation of desirable
outcomes by a reliable party who cannot modify game rules (i.e. provide
protocols), complementing previous work in mechanism design, while making it
more applicable to many realistic CS settings
Dynamic Non-Bayesian Decision Making
The model of a non-Bayesian agent who faces a repeated game with incomplete
information against Nature is an appropriate tool for modeling general
agent-environment interactions. In such a model the environment state
(controlled by Nature) may change arbitrarily, and the feedback/reward function
is initially unknown. The agent is not Bayesian, that is he does not form a
prior probability neither on the state selection strategy of Nature, nor on his
reward function. A policy for the agent is a function which assigns an action
to every history of observations and actions. Two basic feedback structures are
considered. In one of them -- the perfect monitoring case -- the agent is able
to observe the previous environment state as part of his feedback, while in the
other -- the imperfect monitoring case -- all that is available to the agent is
the reward obtained. Both of these settings refer to partially observable
processes, where the current environment state is unknown. Our main result
refers to the competitive ratio criterion in the perfect monitoring case. We
prove the existence of an efficient stochastic policy that ensures that the
competitive ratio is obtained at almost all stages with an arbitrarily high
probability, where efficiency is measured in terms of rate of convergence. It
is further shown that such an optimal policy does not exist in the imperfect
monitoring case. Moreover, it is proved that in the perfect monitoring case
there does not exist a deterministic policy that satisfies our long run
optimality criterion. In addition, we discuss the maxmin criterion and prove
that a deterministic efficient optimal strategy does exist in the imperfect
monitoring case under this criterion. Finally we show that our approach to
long-run optimality can be viewed as qualitative, which distinguishes it from
previous work in this area.Comment: See http://www.jair.org/ for any accompanying file
The least core, kernel, and bargaining sets of large games
We study the least core, the kernel, and bargaining sets of coalitional games with a countable set of players. We show that the least core of a continuous superadditive game with a countable set of players is a non-empty (norm-compact) subset of the space of all countable additive measures. Then we show that in such games the intersection of the prekernel and least core is non-empty. Finally, we show that this intersection is contained in the Aumann-Maschler and the Mas-Colell bargaining sets
The least core, kernel and bargaining sets of large games
We study the least core, the kernel and bargaining sets of coalitional games with a countable set of players. We show that the least core of a continuous superadditive game with a countable set of players is a non-empty (norm-compact) subset of the space of all countably additive measures. Then we show that in such games the intersection of the prekernel and the least core is non-empty. Finally, we show that the Aumann-Maschler and the Mas-Colell bargaining sets contain the set of all countably additive payoff measures in the prekernel.Publicad
Fictitious play and- no-cycling conditions
We investigate the paths of pure strategy profiles induced by the fictitious play process. We present rules that such paths must follow. Using these rules we prove that every non-degenerate 2*3 game has the continuous fictitious play property, that is, every continuous fictitious play process, independent of initial actions and beliefs, approaches equilibrium in such games.
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