8,749 research outputs found

    Query Complexity of Approximate Equilibria in Anonymous Games

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    We study the computation of equilibria of anonymous games, via algorithms that may proceed via a sequence of adaptive queries to the game's payoff function, assumed to be unknown initially. The general topic we consider is \emph{query complexity}, that is, how many queries are necessary or sufficient to compute an exact or approximate Nash equilibrium. We show that exact equilibria cannot be found via query-efficient algorithms. We also give an example of a 2-strategy, 3-player anonymous game that does not have any exact Nash equilibrium in rational numbers. However, more positive query-complexity bounds are attainable if either further symmetries of the utility functions are assumed or we focus on approximate equilibria. We investigate four sub-classes of anonymous games previously considered by \cite{bfh09, dp14}. Our main result is a new randomized query-efficient algorithm that finds a O(n1/4)O(n^{-1/4})-approximate Nash equilibrium querying O~(n3/2)\tilde{O}(n^{3/2}) payoffs and runs in time O~(n3/2)\tilde{O}(n^{3/2}). This improves on the running time of pre-existing algorithms for approximate equilibria of anonymous games, and is the first one to obtain an inverse polynomial approximation in poly-time. We also show how this can be utilized as an efficient polynomial-time approximation scheme (PTAS). Furthermore, we prove that Ω(nlogn)\Omega(n \log{n}) payoffs must be queried in order to find any ϵ\epsilon-well-supported Nash equilibrium, even by randomized algorithms

    Computing Equilibria in Anonymous Games

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    We present efficient approximation algorithms for finding Nash equilibria in anonymous games, that is, games in which the players utilities, though different, do not differentiate between other players. Our results pertain to such games with many players but few strategies. We show that any such game has an approximate pure Nash equilibrium, computable in polynomial time, with approximation O(s^2 L), where s is the number of strategies and L is the Lipschitz constant of the utilities. Finally, we show that there is a PTAS for finding an epsilo

    Alignment-free phylogenetic reconstruction: Sample complexity via a branching process analysis

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    We present an efficient phylogenetic reconstruction algorithm allowing insertions and deletions which provably achieves a sequence-length requirement (or sample complexity) growing polynomially in the number of taxa. Our algorithm is distance-based, that is, it relies on pairwise sequence comparisons. More importantly, our approach largely bypasses the difficult problem of multiple sequence alignment.Comment: Published in at http://dx.doi.org/10.1214/12-AAP852 the Annals of Applied Probability (http://www.imstat.org/aap/) by the Institute of Mathematical Statistics (http://www.imstat.org

    Sparse Covers for Sums of Indicators

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    For all n,ϵ>0n, \epsilon >0, we show that the set of Poisson Binomial distributions on nn variables admits a proper ϵ\epsilon-cover in total variation distance of size n2+n(1/ϵ)O(log2(1/ϵ))n^2+n \cdot (1/\epsilon)^{O(\log^2 (1/\epsilon))}, which can also be computed in polynomial time. We discuss the implications of our construction for approximation algorithms and the computation of approximate Nash equilibria in anonymous games.Comment: PTRF, to appea

    Learning Multi-item Auctions with (or without) Samples

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    We provide algorithms that learn simple auctions whose revenue is approximately optimal in multi-item multi-bidder settings, for a wide range of valuations including unit-demand, additive, constrained additive, XOS, and subadditive. We obtain our learning results in two settings. The first is the commonly studied setting where sample access to the bidders' distributions over valuations is given, for both regular distributions and arbitrary distributions with bounded support. Our algorithms require polynomially many samples in the number of items and bidders. The second is a more general max-min learning setting that we introduce, where we are given "approximate distributions," and we seek to compute an auction whose revenue is approximately optimal simultaneously for all "true distributions" that are close to the given ones. These results are more general in that they imply the sample-based results, and are also applicable in settings where we have no sample access to the underlying distributions but have estimated them indirectly via market research or by observation of previously run, potentially non-truthful auctions. Our results hold for valuation distributions satisfying the standard (and necessary) independence-across-items property. They also generalize and improve upon recent works, which have provided algorithms that learn approximately optimal auctions in more restricted settings with additive, subadditive and unit-demand valuations using sample access to distributions. We generalize these results to the complete unit-demand, additive, and XOS setting, to i.i.d. subadditive bidders, and to the max-min setting. Our results are enabled by new uniform convergence bounds for hypotheses classes under product measures. Our bounds result in exponential savings in sample complexity compared to bounds derived by bounding the VC dimension, and are of independent interest.Comment: Appears in FOCS 201
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