Results 1 - 10
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910
Algorithmic mechanism design
- Games and Economic Behavior
, 1999
"... We consider algorithmic problems in a distributed setting where the participants cannot be assumed to follow the algorithm but rather their own self-interest. As such participants, termed agents, are capable of manipulating the algorithm, the algorithm designer should ensure in advance that the agen ..."
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Cited by 480 (16 self)
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We consider algorithmic problems in a distributed setting where the participants cannot be assumed to follow the algorithm but rather their own self-interest. As such participants, termed agents, are capable of manipulating the algorithm, the algorithm designer should ensure in advance that the agents ’ interests are best served by behaving correctly. Following notions from the field of mechanism design, we suggest a framework for studying such algorithms. Our main technical contribution concerns the study of a representative task scheduling problem for which the standard mechanism design tools do not suffice. Journal of Economic Literature
Evolutionary Game Theory
, 1995
"... Abstract. Experimentalists frequently claim that human subjects in the laboratory violate game-theoretic predictions. It is here argued that this claim is usually premature. The paper elaborates on this theme by way of raising some conceptual and methodological issues in connection with the very def ..."
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Cited by 412 (3 self)
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Abstract. Experimentalists frequently claim that human subjects in the laboratory violate game-theoretic predictions. It is here argued that this claim is usually premature. The paper elaborates on this theme by way of raising some conceptual and methodological issues in connection with the very definition of a game and of players ’ preferences, in particular with respect to potential context dependence, interpersonal preference dependence, backward induction and incomplete information.
Multiagent Reinforcement Learning: Theoretical Framework and an Algorithm
, 1998
"... In this paper, we adopt general-sum stochastic games as a framework for multiagent reinforcement learning. Our work extends previous work by Littman on zero-sum stochastic games to a broader framework. We design a multiagent Q-learning method under this framework, and prove that it converges to a Na ..."
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Cited by 237 (4 self)
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In this paper, we adopt general-sum stochastic games as a framework for multiagent reinforcement learning. Our work extends previous work by Littman on zero-sum stochastic games to a broader framework. We design a multiagent Q-learning method under this framework, and prove that it converges to a Nash equilibrium under specified conditions. This algorithm is useful for finding the optimal strategy when there exists a unique Nash equilibrium in the game. When there exist multiple Nash equilibria in the game, this algorithm should be combined with other learning techniques to find optimal strategies.
Bidding and Allocation in Combinatorial Auctions
- In ACM Conference on Electronic Commerce
, 2000
"... When an auction of multiple items is performed, it is often desirable to allow bids on combinations of items, as opposed to only on single items. Such an auction is often called "combinatorial ", and the exponential number of possible combinations results in computational intractability of many a ..."
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Cited by 218 (12 self)
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When an auction of multiple items is performed, it is often desirable to allow bids on combinations of items, as opposed to only on single items. Such an auction is often called "combinatorial ", and the exponential number of possible combinations results in computational intractability of many aspects regarding such an auction. This paper considers two of these aspects: the bidding language and the allocation algorithm. First we consider which kinds of bids on combinations are allowed and how, i.e. in what language, they are specified. The basic tradeoff is the expressibility of the language versus its simplicity. We consider and formalize several bidding languages and compare their strengths. We prove exponential separations between the expressive power of different languages, and show that one language, "OR-bids with phantom items", can polynomially simulate the others. We then consider the problem of determining the best allocation -- a problem known to be computationally intractable. We suggest an approach based on Linear Programming (LP) and motivate it. We prove that the LP approach finds an optimal allocation if and only if prices can be attached to single items in the auction. We pinpoint several classes of auctions where this is the case, and suggest greedy and branch-and-bound heuristics based on LP for other cases. 1
Sharing the Cost of Multicast Transmissions
- Journal of Computer and System Sciences
, 2001
"... We investigate cost-sharing algorithms for multicast transmission. Economic considerations point to two distinct mechanisms, marginal cost and Shapley value, as the two solutions most appropriate in this context. We prove that the former has a natural algorithm that uses only two messages per link o ..."
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Cited by 217 (18 self)
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We investigate cost-sharing algorithms for multicast transmission. Economic considerations point to two distinct mechanisms, marginal cost and Shapley value, as the two solutions most appropriate in this context. We prove that the former has a natural algorithm that uses only two messages per link of the multicast tree, while we give evidence that the latter requires a quadratic total number of messages. We also show that the welfare value achieved by an optimal multicast tree is NP-hard to approximate within any constant factor, even for bounded-degree networks. The lower-bound proof for the Shapley value uses a novel algebraic technique for bounding from below the number of messages exchanged in a distributed computation; this technique may prove useful in other contexts as well. 1
Computationally Feasible VCG Mechanisms
- In ACM Conference on Electronic Commerce
, 2000
"... One of the major achievements of mechanism design theory is the family of truthful (incentive compatible) mechanisms often called VCG (named after Vickrey, Clarke and Groves). When applying VCG mechanisms to complex mechanism design problems such as combinatorial auctions a problem emerges: even fin ..."
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Cited by 166 (4 self)
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One of the major achievements of mechanism design theory is the family of truthful (incentive compatible) mechanisms often called VCG (named after Vickrey, Clarke and Groves). When applying VCG mechanisms to complex mechanism design problems such as combinatorial auctions a problem emerges: even finding optimal outcomes is computationally intractable. A striking observation is that if the optimal outcome is replaced by the results of computationally tractable approximation algorithms or heuristics then the resulting mechanism (termed VCG-based) is no longer necessarily truthful! The first part of this paper considers this problem in depth and shows that it is almost universal. Specifically, we prove that essentially all reasonable approximations or heuristics for combinatorial auctions as well as a wide class of cost minimization problems yield non-truthful VCG-based mechanisms. The second part of this paper proposes a method for handling this non-truthfulness. We introduce a...
The complexity of computing a Nash equilibrium
, 2006
"... We resolve the question of the complexity of Nash equilibrium by showing that the problem of computing a Nash equilibrium in a game with 4 or more players is complete for the complexity class PPAD. Our proof uses ideas from the recently-established equivalence between polynomialtime solvability of n ..."
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Cited by 159 (11 self)
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We resolve the question of the complexity of Nash equilibrium by showing that the problem of computing a Nash equilibrium in a game with 4 or more players is complete for the complexity class PPAD. Our proof uses ideas from the recently-established equivalence between polynomialtime solvability of normal-form games and graphical games, and shows that these kinds of games can implement arbitrary members of a PPAD-complete class of Brouwer functions. 1
Multiagent Learning Using a Variable Learning Rate
- Artificial Intelligence
, 2002
"... Learning to act in a multiagent environment is a difficult problem since the normal definition of an optimal policy no longer applies. The optimal policy at any moment depends on the policies of the other agents and so creates a situation of learning a moving target. Previous learning algorithms hav ..."
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Cited by 150 (8 self)
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Learning to act in a multiagent environment is a difficult problem since the normal definition of an optimal policy no longer applies. The optimal policy at any moment depends on the policies of the other agents and so creates a situation of learning a moving target. Previous learning algorithms have one of two shortcomings depending on their approach. They either converge to a policy that may not be optimal against the specific opponents' policies, or they may not converge at all. In this article we examine this learning problem in the framework of stochastic games. We look at a number of previous learning algorithms showing how they fail at one of the above criteria. We then contribute a new reinforcement learning technique using a variable learning rate to overcome these shortcomings. Specifically, we introduce the WoLF principle, "Win or Learn Fast", for varying the learning rate. We examine this technique theoretically, proving convergence in self-play on a restricted class of iterated matrix games. We also present empirical results on a variety of more general stochastic games, in situations of self-play and otherwise, demonstrating the wide applicability of this method.
Truthful Mechanisms for One-Parameter Agents
"... In this paper, we show how to design truthful (dominant strategy) mechanisms for several combinatorial problems where each agent’s secret data is naturally expressed by a single positive real number. The goal of the mechanisms we consider is to allocate loads placed on the agents, and an agent’s sec ..."
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Cited by 150 (4 self)
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In this paper, we show how to design truthful (dominant strategy) mechanisms for several combinatorial problems where each agent’s secret data is naturally expressed by a single positive real number. The goal of the mechanisms we consider is to allocate loads placed on the agents, and an agent’s secret data is the cost she incurs per unit load. We give an exact characterization for the algorithms that can be used to design truthful mechanisms for such load balancing problems using appropriate side payments. We use our characterization to design polynomial time truthful mechanisms for several problems in combinatorial optimization to which the celebrated VCG mechanism does not apply. For scheduling related parallel machines (QjjCmax), we give a 3-approximation mechanism based on randomized rounding of the optimal fractional solution. This problem is NP-complete, and the standard approximation algorithms (greedy load-balancing or the PTAS) cannot be used in truthful mechanisms. We show our mechanism to be frugal, in that the total payment needed is only a logarithmic factor more than the actual costs incurred by the machines, unless one machine dominates the total processing power. We also give truthful mechanisms for maximum flow, Qjj P Cj (scheduling related machines to minimize the sum of completion times), optimizing an affine function over a fixed set, and special cases of uncapacitated facility location. In addition, for Qjj P wjCj (minimizing the weighted sum of completion times), we prove a lower bound of 2 p 3 for the best approximation ratio achievable by a truthful mechanism.
Privacy Preserving Auctions and Mechanism Design
, 1999
"... We suggest an architecture for executing protocols for auctions and, more generally, mechanism design. Our goal is to preserve the privacy of the inputs of the participants (so that no nonessential information about them is divulged, even a posteriori) while maintaining communication and computation ..."
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Cited by 148 (12 self)
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We suggest an architecture for executing protocols for auctions and, more generally, mechanism design. Our goal is to preserve the privacy of the inputs of the participants (so that no nonessential information about them is divulged, even a posteriori) while maintaining communication and computational efficiency. We achieve this goal by adding another party - the auction issuer - that generates the programs for computing the auctions but does not take an active part in the protocol. The auction issuer is not a trusted party, but is assumed not to collude with the auctioneer. In the case of auctions, barring collusion between the auctioneer and the auction issuer, neither party gains any information about the bids, even after the auction is over. Moreover, bidders can verify that the auction was performed correctly. The protocols do not require any communication between the bidders and the auction issuer and the computational efficiency is very reasonable. This architecture can be used to implement any mechanism design where the important factor is the complexity of the decision procedure.

