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Explore the concept of Nash equilibrium in graphical games, its computational challenges, and the significance of competitive strategies in ranking games. Discover the complexities and algorithmic solutions related to competitiveness-based strategies. Delve into the world of efficiency in approximate equilibria and the implications for real-life scenarios.
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Ranking Games that have Competitiveness-based Strategies Leslie Goldberg, Paul Goldberg, Piotr Krysta and Carmine Ventre University of Liverpool
Ἐν ἀρχῇ ἦν ὁ ἀρρεψίαNash, καὶ ὁ ἀρρεψία Nash ἦν πρὸς τὸνοἰκονόμος... In the beginning was the Nash equilibrium, and the Nash equilibrium was with Economists…
... but then in the summer of 2005... • ...Daskalakis, Goldberg & Papadimitriou show that computing NEs is “hard” (in terms of PPAD) for graphical games • Later, [DP, Chen & Deng] show “hardness” for 3-player games and CD show “hardness” for 2-player games! • Q: Is NE a “meaningful” concept? • “If your laptop can't find it, neither can the market.” Kamal Jain. • A1: Define interesting classes of games (ie, describing the world) for which it is • A2: Compute efficiently approximate NEs
Ἐν ἀρχῇ ἦν ὁ ἀρρεψίαNash, καὶ ὁ ἀρρεψία Nash ἦν πρὸς τὸνοἰκονόμος, καὶμπορεί ἀκμήνἐγγίωνἀρρεψίακαὶ / ήἀξιόλογοςἀστροθετέωτων ἄεθλος In the beginning was the Nash equilibrium, and the Nash equilibrium was with Economists, and it may still be for approximate equilibria and/or an interesting class of games
Every morning in Africa... ... a Gazelle wakes up. It knows it must run faster than the fastest lion or it will be killed. Every morning a Lion wakes up. It knows it must outrun the slowest Gazelle or it will starve to death. It doesn't matter whether you are a Lion or a Gazelle... when the sun comes up, you'd better be running 0 mph 25 mph 50 mph 0 mph 25 mph 50 mph
Ranking games A1: Define interesting classes of games (describing the world) for which NE is “meaningful”
Ranking games describe the world but NE is not “meaningful” for them (ie, these games are “hard”). [Brandt, Fischer, Harrenstein & Shoham, 2009]
Competitiveness-based ranking games return (speed) 0 mph 25 mph 50 mph Increasing effort 0 mph 25 mph cost (effort) Increasing effort 50 mph Aside note: Returns allow compact representation of these games
Our algorithmic results A2 A1 A (F)PTAS computes an Ɛ-NE in time polynomial in the input (and 1/Ɛ)
Games without ties • Return values are all different • E.g., no two players ranked first, Google page rank • Algorithm to find NEs of any 2-player such game 2 4 6 8 10 1 2 wins 3 5 7 1 wins 9 The support of a NE is a prefix of the strategies available to a player There is a polynomial number of possible supports It is well known that once having the support we can efficiently solve a 2-player game (essentially LP)
Games without ties (further results) • Characterization of NEs for games with a single prize: “One player has expected payoff positive, all the others have expected payoff 0.” • Games without ties and single prize can be solved in polytime given the knowledge of the support • Reduction to polymatrix games [DP09] when prizes are linear (rank j has a prize a-jb) • Polymatrix games and thus linear-prize ranking games are solvable in polytime [DP09]
Return-symmetric games (RSGs) • All players have n actions, all with the same return while cost-per-action is player specific • E.g., lion-gazelle game • Actions’ returns: all speeds in [0,50] mph • Effort for speed s is animal/player-dependant • NEs of these games can be studied wlog* for our class of ranking games r’ r’’ r’ r r’’ r’ r r’ r’’ r r’’ cost2(r) = cost2(r’’) r’ < r < r’’ * A game with O(1) actions can be reduced to a game with a polynomial number of actions
PTAS for RSGs with O(1) players n 1 • Round down each cost (normalized to [0,1]) to the nearest integer multiple of Ɛ • Eliminate dominated strategies • Brute force search for an Ɛ-NE of the reduced game using discretized probability vectors (prob’s are integer multiple of δ)(in time (k+1)(#players/δ)) polytime Regret of 3Ɛ 1 0 1 n After step 2 each player has only k+1 strategies regret of Ɛ regret of 2Ɛ Ɛ=1/k, δ=Ɛ/(k+1) for k in N
FPTAS for RSGs, O(1) players and single prize worth 1 1 j-1 j j+1 n win share j lose • Definitionof Ɛ-NE: • x’s are probabilitydistribution • 2.
FPTAS: left-to-right … … is a collection of vectors of admissibile values that are multiple of Ɛ,e.g., Discard : sequences whose first 8 values are different than last 8 values of previous sequences
FPTAS: right-to-left … Overall regret of Ɛ FPTAS … Output the x’s in = O(1/Ɛ9)
Conclusions • Introduction of ranking games with competitiveness-based strategies • Interesting games (describing real life) • Encouraging initial positive results (wrt both A1, A2) • Work in progress: FPTAS works for many prizes • Open problems • What is the hardness of these games? • Related to the unknown hardness of anonymous games • Polytime algorithms for 2-player RSGs?