Results 21 - 30
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241
On the impact of combinatorial structure on congestion games
- FOCS
"... We study the impact of combinatorial structure in congestion games on the complexity of computing pure Nash equilibria and the convergence time of best response sequences. In particular, we investigate which properties of the strategy spaces of individual players ensure a polynomial convergence time ..."
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Cited by 42 (12 self)
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We study the impact of combinatorial structure in congestion games on the complexity of computing pure Nash equilibria and the convergence time of best response sequences. In particular, we investigate which properties of the strategy spaces of individual players ensure a polynomial convergence time. We show that if the strategy space of each player consists of the bases of a matroid over the set of resources, then the lengths of all best response sequences are polynomially bounded in the number of players and resources. We also prove that this result is tight, that is, the matroid property is a necessary and sufficient condition on the players ’ strategy spaces for guaranteeing polynomial time convergence to a Nash equilibrium. In addition, we present an approach that enables us to devise hardness proofs for various kinds of combinatorial games, including first results about the hardness of market sharing games and congestion games for overlay network design. Our approach also yields a short proof for the PLS-completeness of network congestion games. In particular, we show that network congestion games are PLS-complete for directed and undirected networks even in case of linear latency functions.
Local-effect games
- In Proceedings of the Eighteenth International Joint Conference on Artificial Intelligence (IJCAI
, 2003
"... We present a new class of games, local-effect games (LEGs), which exploit structure in a different way from other compact game representations studied in AI. We show both theoretically and empirically that these games often (but not always) have pure-strategy Nash equilibria. Finding a potential fun ..."
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Cited by 41 (9 self)
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We present a new class of games, local-effect games (LEGs), which exploit structure in a different way from other compact game representations studied in AI. We show both theoretically and empirically that these games often (but not always) have pure-strategy Nash equilibria. Finding a potential function is a good technique for finding such equilibria. We give a complete characterization of which LEGs have potential functions and provide the functions in each case; we also show a general case where pure-strategy equilibria exist in the absence of potential functions. In experiments, we show that myopic best-response dynamics converge quickly to pure strategy equilibria in games not covered by our positive theoretical results. 1
Strong price of anarchy
- In SODA
, 2007
"... A strong equilibrium (Aumann 1959) is a pure Nash equilibrium which is resilient to deviations by coalitions. We define the strong price of anarchy to be the ratio of the worst case strong equilibrium to the social optimum. In contrast to the traditional price of anarchy, which quantifies the loss i ..."
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Cited by 38 (6 self)
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A strong equilibrium (Aumann 1959) is a pure Nash equilibrium which is resilient to deviations by coalitions. We define the strong price of anarchy to be the ratio of the worst case strong equilibrium to the social optimum. In contrast to the traditional price of anarchy, which quantifies the loss incurred due to both selfishness and lack of coordination, the strong price of anarchy isolates the loss originated from selfishness from that obtained due to lack of coordination. We study the strong price of anarchy in two settings, one of job scheduling and the other of network creation. In the job scheduling game we show that for unrelated machines the strong price of anarchy can be bounded as a function of the number of machines and the size of the coalition. For the network creation game we show that the strong price of anarchy is at most 2. In both cases we show that a strong equilibrium always exists, except for a well defined subset of network creation games. ∗ This work was supported in part by the IST Programme of the European Community, under the PASCAL
Coordination mechanisms
- PROCEEDINGS OF THE 31ST INTERNATIONAL COLLOQUIUM ON AUTOMATA, LANGUAGES AND PROGRAMMING, IN: LECTURE NOTES IN COMPUTER SCIENCE
, 2004
"... We introduce the notion of coordination mechanisms to improve the performance in systems with independent selfish and non-colluding agents. The quality of a coordination mechanism is measured by its price of anarchy—the worst-case performance of a Nash equilibrium over the (centrally controlled) soc ..."
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Cited by 35 (5 self)
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We introduce the notion of coordination mechanisms to improve the performance in systems with independent selfish and non-colluding agents. The quality of a coordination mechanism is measured by its price of anarchy—the worst-case performance of a Nash equilibrium over the (centrally controlled) social optimum. We give upper and lower bounds for the price of anarchy for selfish task allocation and congestion games.
Network Design with Weighted Players
- In Proceedings of the 18th Annual ACM Symposium on Parallel Algorithms and Architectures (SPAA
, 2006
"... We consider a model of game-theoretic network design initially studied by Anshelevich et al. [2], where selfish players select paths in a network to minimize their cost, which is prescribed by Shapley cost shares. If all players are identical, the cost share incurred by a player for an edge in its p ..."
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Cited by 32 (4 self)
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We consider a model of game-theoretic network design initially studied by Anshelevich et al. [2], where selfish players select paths in a network to minimize their cost, which is prescribed by Shapley cost shares. If all players are identical, the cost share incurred by a player for an edge in its path is the fixed cost of the edge divided by the number of players using it. In this special case, Anshelevich et al. [2] proved that pure-strategy Nash equilibria always exist and that the price of stability—the ratio in costs of a minimumcost Nash equilibrium and an optimal solution—is Θ(log k), where k is the number of players. Little was known about the existence of equilibria or the price of stability in the general weighted version of the game. Here, each player i has aweightwi≥1, and its cost share of an edge in its path
Non-cooperative multicast and facility location games (Extended Abstract)
- IN PROCEEDINGS OF THE 7TH ACM CONFERENCE ON ELECTRONIC COMMERCE
, 2006
"... We consider a multicast game with selfish non-cooperative players. There is a special source node and each player is interested in connecting to the source by making a routing decision that minimizes its payment. The mutual influence of the players is determined by a cost sharing mechanism, which in ..."
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Cited by 30 (2 self)
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We consider a multicast game with selfish non-cooperative players. There is a special source node and each player is interested in connecting to the source by making a routing decision that minimizes its payment. The mutual influence of the players is determined by a cost sharing mechanism, which in our case evenly splits the cost of an edge among the players using it. We consider two different models: an integral model, where each player connects to the source by choosing a single path, and a fractional model, where a player is allowed to split the flow it receives from the source between several paths. In both models we explore the overhead incurred in network cost due to the selfish behavior of the users, as well as the computational complexity of finding a Nash equilibrium. The existence of a Nash equilibrium for the integral model was previously established by the means of a potential function. We prove that finding a Nash equilibrium that minimizes the potential function is NP-hard. We focus on the price of anarchy of a Nash equilibrium resulting from the best-response dynamics of a game course, where the players join the game sequentially. For a game with n players, we establish an upper bound of O ( √ n log 2 n) on the price of anarchy, and a lower bound of Ω(log n / log log n). For the fractional model, we prove the existence of a Nash equilibrium via a potential function and give a polynomial time algorithm for computing an equilibrium that minimizes the potential function. Finally, we consider a weighted extension of the multicast game, and prove that in the fractional model, the game always has a Nash equilibrium.
Intrinsic Robustness of the Price of Anarchy
"... The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium ..."
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Cited by 30 (7 self)
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The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium. This drawback motivates the search for inefficiency bounds that apply more generally to weaker notions of equilibria, such as mixed Nash and correlated equilibria; or to sequences of outcomes generated by natural experimentation strategies, such as successive best responses or simultaneous regret-minimization. We prove a general and fundamental connection between the price of anarchy and its seemingly stronger relatives in classes of games with a sum objective. First, we identify a “canonical sufficient condition ” for an upper bound of the POA for pure Nash equilibria, which we call a smoothness argument. Second, we show that every bound derived via a smoothness argument extends automatically, with no quantitative degradation in the bound, to mixed Nash equilibria, correlated equilibria, and the average objective function value of regret-minimizing players (or “price of total anarchy”). Smoothness arguments also have automatic implications for the inefficiency of approximate and Bayesian-Nash equilibria and, under mild additional assumptions, for bicriteria bounds and for polynomial-length best-response sequences. We also identify classes of games — most notably, congestion games with cost functions restricted to an arbitrary fixed set — that are tight, in the sense that smoothness arguments are guaranteed to produce an optimal worst-case upper bound on the POA, even for the smallest set of interest (pure Nash equilibria). Byproducts of our proof of this result include the first tight bounds on the POA in congestion games with non-polynomial cost functions, and the first
Stochastic Game Theory: Adjustment to Equilibrium Under Noisy Directional Learning
, 1999
"... This paper presents a dynamic model in which agents adjust their decisions in the direction of higher payoffs, subject to random error. This process produces a probability distribution of players' decisions whose evolution over time is determined by the Fokker-Planck equation. The dynamic process is ..."
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Cited by 25 (13 self)
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This paper presents a dynamic model in which agents adjust their decisions in the direction of higher payoffs, subject to random error. This process produces a probability distribution of players' decisions whose evolution over time is determined by the Fokker-Planck equation. The dynamic process is stable for all potential games, a class of payoff structures that includes several widely studied games. In equilibrium, the distributions that determine expected payoffs correspond to the distributions that arise from the logit function applied to those expected payoffs. This "logit equilibrium" forms a stochastic generalization of the Nash equilibrium and provides a possible explanation of anomalous laboratory data.
Distributed selfish load balancing
- In Proc. 17th Ann. ACM–SIAM Symp. on Discrete Algorithms (SODA
, 2006
"... Abstract. Suppose that a set of m tasks are to be shared as equally as possible amongst a set of n resources. A gametheoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent”, and require each agent to select a resource, with the cost of a resource being the n ..."
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Cited by 24 (2 self)
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Abstract. Suppose that a set of m tasks are to be shared as equally as possible amongst a set of n resources. A gametheoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent”, and require each agent to select a resource, with the cost of a resource being the number of agents to select it. Agents would then be expected to migrate from overloaded to underloaded resources, until the allocation becomes balanced. Recent work has studied the question of how this can take place within a distributed setting in which agents migrate selfishly without any centralized control. In this paper we discuss a natural protocol for the agents which combines the following desirable features: It can be implemented in a strongly distributed setting, uses no central control, and has good convergence properties. For m ≫ n, the system becomes approximately balanced (an ǫ-Nash equilibrium) in expected time O(log log m). We show using a martingale technique that the process converges to a perfectly balanced allocation in expected time O(log log m + n 4). We also give a lower bound of Ω(max{log log m, n}) for the convergence time. 1. Introduction. Suppose

