Lecture Notes: Algorithmic Game Theory
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Menu of Volunteer Opportunities
Menu of Volunteer Opportunities For the Sherburne County, Minnesota Area Review the whole list or click on a desired category: MOST RECENTLY ADDED OPPORTUNITIES CHILDREN & YOUTH ACTIVITIES DISASTER SERVICES $ ECONOMIC OPPORTUNITY EDUCATION – ADULT & COMMUNITY EDUCATION – CHILDREN & YOUTH ENVIRONMENT & OUTDOORS FOOD & CLOTHING SERVICES GOVERNMENT & PUBLIC SAFETY HEALTH CARE HUMAN & VETERAN SERVICES MEAL SERVICE/DELIVERY OTHER NON-PROFIT SENIOR SERVICES Contact RSVP Sherburne County for more information: 763-635-4505 1 Heather.Brooks @ci.stcloud.mn.us MOST RECENTLY ADDED OPPORTUNITIES RSVP- Retired and Senior Volunteer Program 55+ Volunteers - If you are 55+, this is your invitation to volunteer service! Start with a discussion about your individual interests, skills and time available to volunteer. Explore the possibilities for service through a wide variety of local agencies, including many projects with limited or flexible commitments. End with a rewarding volunteer experience that fits perfectly into your lifestyle and comes with some additional perks because you’re experienced at life! Where to Help? Do you wonder where your volunteer time investment is needed most? What are all the choices? What will fill the time you have available and not more than you expected? Contact RSVP/Volunteer Bridge to explore the possibilities that will fit perfectly into your lifestyle and match your interests, skills and passions! Choose what works best for you and receive help getting connected. Extra perks for those 55+ because you’re experienced at life! One-time events – 55+ RSVP volunteers are asked to assist for a couple hours at a variety of one-time events in the community. From ticket taking at a performance to helping at a blood drive, from a school book sale to counting patrons at the public library. -
Lecture 4 Rationalizability & Nash Equilibrium Road
Lecture 4 Rationalizability & Nash Equilibrium 14.12 Game Theory Muhamet Yildiz Road Map 1. Strategies – completed 2. Quiz 3. Dominance 4. Dominant-strategy equilibrium 5. Rationalizability 6. Nash Equilibrium 1 Strategy A strategy of a player is a complete contingent-plan, determining which action he will take at each information set he is to move (including the information sets that will not be reached according to this strategy). Matching pennies with perfect information 2’s Strategies: HH = Head if 1 plays Head, 1 Head if 1 plays Tail; HT = Head if 1 plays Head, Head Tail Tail if 1 plays Tail; 2 TH = Tail if 1 plays Head, 2 Head if 1 plays Tail; head tail head tail TT = Tail if 1 plays Head, Tail if 1 plays Tail. (-1,1) (1,-1) (1,-1) (-1,1) 2 Matching pennies with perfect information 2 1 HH HT TH TT Head Tail Matching pennies with Imperfect information 1 2 1 Head Tail Head Tail 2 Head (-1,1) (1,-1) head tail head tail Tail (1,-1) (-1,1) (-1,1) (1,-1) (1,-1) (-1,1) 3 A game with nature Left (5, 0) 1 Head 1/2 Right (2, 2) Nature (3, 3) 1/2 Left Tail 2 Right (0, -5) Mixed Strategy Definition: A mixed strategy of a player is a probability distribution over the set of his strategies. Pure strategies: Si = {si1,si2,…,sik} σ → A mixed strategy: i: S [0,1] s.t. σ σ σ i(si1) + i(si2) + … + i(sik) = 1. If the other players play s-i =(s1,…, si-1,si+1,…,sn), then σ the expected utility of playing i is σ σ σ i(si1)ui(si1,s-i) + i(si2)ui(si2,s-i) + … + i(sik)ui(sik,s-i). -
Family Activities to Do During COVID-19 for Additional Information, Please Visit Loganhealth.Org Or Coronavirus.Ohio.Gov
DISEASE FACT SHEET Family Activities to Do During COVID-19 For additional information, please visit loganhealth.org or coronavirus.ohio.gov. Here are so many things you can do during this time at home…you are only limited to your imagination! Get outside and play! • Take a nature walk at one of the 75 Ohio State Parks. Check the Ohio Department of Natural Resources website for more information. • Join your children outside for a game of hide and seek, kick the can, or a scanvenger hunt around the neighborhood. • Take your dog for a walk or visit the local playground. • Start planning your summer garden! • Go for a jog! • Create an obstacle course with toys and games from your garage. Explore More Indoors! • Have a local library card? Many local libraries, including the Ohio Digital Library, allow you to check out and download ebooks! Read aloud to each other, read silently, or take turns reading to each other. • Start a virtual book club! Choose a book and start an online chat with your friends. The State Library of Ohio, Ohioana Library Association and Ohio Center for the Book recommend these 20 books by Ohio authors. • Play games indoors! Games for younger children include Simon Says, Duck Duck Goose, or Follow the Leader. Older children can play “I Spy,” charades, indoor bowling, or make up new games. • Try a new recipe or make dinner as a family; find recipes and tips for cook with children safely on the Cooking with Kids webpage. • Read a chapter book together and discuss the characters and plot and ask questions to encourage critical thinking. -
CSC304 Lecture 4 Game Theory
CSC304 Lecture 4 Game Theory (Cost sharing & congestion games, Potential function, Braess’ paradox) CSC304 - Nisarg Shah 1 Recap • Nash equilibria (NE) ➢ No agent wants to change their strategy ➢ Guaranteed to exist if mixed strategies are allowed ➢ Could be multiple • Pure NE through best-response diagrams • Mixed NE through the indifference principle CSC304 - Nisarg Shah 2 Worst and Best Nash Equilibria • What can we say after we identify all Nash equilibria? ➢ Compute how “good” they are in the best/worst case • How do we measure “social good”? ➢ Game with only rewards? Higher total reward of players = more social good ➢ Game with only penalties? Lower total penalty to players = more social good ➢ Game with rewards and penalties? No clear consensus… CSC304 - Nisarg Shah 3 Price of Anarchy and Stability • Price of Anarchy (PoA) • Price of Stability (PoS) “Worst NE vs optimum” “Best NE vs optimum” Max total reward Max total reward Min total reward in any NE Max total reward in any NE or or Max total cost in any NE Min total cost in any NE Min total cost Min total cost PoA ≥ PoS ≥ 1 CSC304 - Nisarg Shah 4 Revisiting Stag-Hunt Hunter 2 Stag Hare Hunter 1 Stag (4 , 4) (0 , 2) Hare (2 , 0) (1 , 1) • Max total reward = 4 + 4 = 8 • Three equilibria ➢ (Stag, Stag) : Total reward = 8 ➢ (Hare, Hare) : Total reward = 2 1 2 1 2 ➢ ( Τ3 Stag – Τ3 Hare, Τ3 Stag – Τ3 Hare) 1 1 1 1 o Total reward = ∗ ∗ 8 + 1 − ∗ ∗ 2 ∈ (2,8) 3 3 3 3 • Price of stability? Price of anarchy? CSC304 - Nisarg Shah 5 Revisiting Prisoner’s Dilemma John Stay Silent Betray Sam -
Potential Games. Congestion Games. Price of Anarchy and Price of Stability
8803 Connections between Learning, Game Theory, and Optimization Maria-Florina Balcan Lecture 13: October 5, 2010 Reading: Algorithmic Game Theory book, Chapters 17, 18 and 19. Price of Anarchy and Price of Staility We assume a (finite) game with n players, where player i's set of possible strategies is Si. We let s = (s1; : : : ; sn) denote the (joint) vector of strategies selected by players in the space S = S1 × · · · × Sn of joint actions. The game assigns utilities ui : S ! R or costs ui : S ! R to any player i at any joint action s 2 S: any player maximizes his utility ui(s) or minimizes his cost ci(s). As we recall from the introductory lectures, any finite game has a mixed Nash equilibrium (NE), but a finite game may or may not have pure Nash equilibria. Today we focus on games with pure NE. Some NE are \better" than others, which we formalize via a social objective function f : S ! R. Two classic social objectives are: P sum social welfare f(s) = i ui(s) measures social welfare { we make sure that the av- erage satisfaction of the population is high maxmin social utility f(s) = mini ui(s) measures the satisfaction of the most unsatisfied player A social objective function quantifies the efficiency of each strategy profile. We can now measure how efficient a Nash equilibrium is in a specific game. Since a game may have many NE we have at least two natural measures, corresponding to the best and the worst NE. We first define the best possible solution in a game Definition 1. -
Games and Simulations in the Foreign Language ER/C Clearinqhcuse On
DOCONVIT 88SONE ED 177 887 FL 010 623 AUTHOR Omaggio, Alice C. TITLE Games and Simulations in theForeign language Classroom. Language in Education. INSTITUTION ER/C Clearinqhcuse on Languagesaud Linguistics, irlington, Va. SPONS AGENCY National Inst. of Education (DHEW) ,Washington, D.C. PUB DATE 78 NolE 66p. AVAILABLE FROMCenter for Applied Linguistics, 1611 b. eletStreet, Arlington, Virginia 22209 ($5.95) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS Chinese; *Classroom Games; Comprehension;Culture; *Educational Games; French; Games; German; Grammar; Italian; *Language Instruction; LanguageSkills; *Learning Activities; Postsecondary Education;Role Playing; Russian; Secondary Education; Second Language Learning; *Simulation; *SkillDevelopment; Spanish; Speech Communication; Teaching Methods; Vocabulary IDENTIFIERS Information Analysis products ABSTRACT This paper presents some of thematerials available for games and simulationactivities ip the foreign language classroom and organizes the materials in terms'of their usefulness for reaching ;.ipecific instructional objectives. Thelist of games and simulations represents a wide variety of activitiesthat cam be used in the development of various skills in anysecond language. Sample games are provided inFrench, German, Russian, Spanish,Chinese and /talian. Each game has beenanaly2ed to determine its particular ohjective in language skills development andhas been integrated into a simplified taxonomicstructure of language-learning tasks.These tasks progress from simple to complex. Thefirst half of the compilation includes gameQ that aredesigned to strengthen students' command of discrete linguisticfeatures olf the second language; the ,econd half includes games that require morecomplex communicative operations. Games in the firstsection, "Knowledge of Specifics," focus on mastery of language forms;those in the section entitled "Development of Communication Skills,"focus on the meaning of the message communicated. -
Lecture Notes
GRADUATE GAME THEORY LECTURE NOTES BY OMER TAMUZ California Institute of Technology 2018 Acknowledgments These lecture notes are partially adapted from Osborne and Rubinstein [29], Maschler, Solan and Zamir [23], lecture notes by Federico Echenique, and slides by Daron Acemoglu and Asu Ozdaglar. I am indebted to Seo Young (Silvia) Kim and Zhuofang Li for their help in finding and correcting many errors. Any comments or suggestions are welcome. 2 Contents 1 Extensive form games with perfect information 7 1.1 Tic-Tac-Toe ........................................ 7 1.2 The Sweet Fifteen Game ................................ 7 1.3 Chess ............................................ 7 1.4 Definition of extensive form games with perfect information ........... 10 1.5 The ultimatum game .................................. 10 1.6 Equilibria ......................................... 11 1.7 The centipede game ................................... 11 1.8 Subgames and subgame perfect equilibria ...................... 13 1.9 The dollar auction .................................... 14 1.10 Backward induction, Kuhn’s Theorem and a proof of Zermelo’s Theorem ... 15 2 Strategic form games 17 2.1 Definition ......................................... 17 2.2 Nash equilibria ...................................... 17 2.3 Classical examples .................................... 17 2.4 Dominated strategies .................................. 22 2.5 Repeated elimination of dominated strategies ................... 22 2.6 Dominant strategies .................................. -
Game-Based Verification and Synthesis
Downloaded from orbit.dtu.dk on: Sep 30, 2021 Game-based verification and synthesis Vester, Steen Publication date: 2016 Document Version Publisher's PDF, also known as Version of record Link back to DTU Orbit Citation (APA): Vester, S. (2016). Game-based verification and synthesis. Technical University of Denmark. DTU Compute PHD-2016 No. 414 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Users may download and print one copy of any publication from the public portal for the purpose of private study or research. You may not further distribute the material or use it for any profit-making activity or commercial gain You may freely distribute the URL identifying the publication in the public portal If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Ph.D. Thesis Doctor of Philosophy Game-based verification and synthesis Steen Vester Kongens Lyngby, Denmark 2016 PHD-2016-414 ISSN: 0909-3192 DTU Compute Department of Applied Mathematics and Computer Science Technical University of Denmark Richard Petersens Plads Building 324 2800 Kongens Lyngby, Denmark Phone +45 4525 3031 [email protected] www.compute.dtu.dk Summary Infinite-duration games provide a convenient way to model distributed, reactive and open systems in which several entities and an uncontrollable environment interact. -
Collusion Constrained Equilibrium
Theoretical Economics 13 (2018), 307–340 1555-7561/20180307 Collusion constrained equilibrium Rohan Dutta Department of Economics, McGill University David K. Levine Department of Economics, European University Institute and Department of Economics, Washington University in Saint Louis Salvatore Modica Department of Economics, Università di Palermo We study collusion within groups in noncooperative games. The primitives are the preferences of the players, their assignment to nonoverlapping groups, and the goals of the groups. Our notion of collusion is that a group coordinates the play of its members among different incentive compatible plans to best achieve its goals. Unfortunately, equilibria that meet this requirement need not exist. We instead introduce the weaker notion of collusion constrained equilibrium. This al- lows groups to put positive probability on alternatives that are suboptimal for the group in certain razor’s edge cases where the set of incentive compatible plans changes discontinuously. These collusion constrained equilibria exist and are a subset of the correlated equilibria of the underlying game. We examine four per- turbations of the underlying game. In each case,we show that equilibria in which groups choose the best alternative exist and that limits of these equilibria lead to collusion constrained equilibria. We also show that for a sufficiently broad class of perturbations, every collusion constrained equilibrium arises as such a limit. We give an application to a voter participation game that shows how collusion constraints may be socially costly. Keywords. Collusion, organization, group. JEL classification. C72, D70. 1. Introduction As the literature on collective action (for example, Olson 1965) emphasizes, groups often behave collusively while the preferences of individual group members limit the possi- Rohan Dutta: [email protected] David K. -
Electronic Commerce (Algorithmic Game Theory) (Tentative Syllabus)
EECS 547: Electronic Commerce (Algorithmic Game Theory) (Tentative Syllabus) Lecture: Tuesday and Thursday 10:30am-Noon in 1690 BBB Section: Friday 3pm-4pm in EECS 3427 Email: [email protected] Instructor: Grant Schoenebeck Office Hours: Wednesday 3pm and by appointment; 3636 BBBB Graduate Student Instructor: Biaoshuai Tao Office Hours: 4-5pm Friday in Learning Center (between BBB and Dow in basement) Introduction: As the internet draws together strategic actors, it becomes increasingly important to understand how strategic agents interact with computational artifacts. Algorithmic game theory studies both how to models strategic agents (game theory) and how to design systems that take agent strategies into account (mechanism design). On-line auction sites (including search word auctions), cyber currencies, and crowd-sourcing are all obvious applications. However, even more exist such as designing non- monetary award systems (reputation systems, badges, leader-boards, Facebook “likes”), recommendation systems, and data-analysis when strategic agents are involved. In this particular course, we will especially focus on information elicitation mechanisms (crowd- sourcing). Description: Modeling and analysis for strategic decision environments, combining computational and economic perspectives. Essential elements of game theory, including solution concepts and equilibrium computation. Design of mechanisms for resource allocation and social choice, for example as motivated by problems in electronic commerce and social computing. Format: The two weeks will be background lectures. The next half of the class will be seminar style and will focus on crowd-sourcing, and especially information elicitation mechanisms. Each class period, the class will read a paper (or set of papers), and a pair of students will briefly present the papers and lead a class discussion. -
Correlated Equilibria and Communication in Games Françoise Forges
Correlated equilibria and communication in games Françoise Forges To cite this version: Françoise Forges. Correlated equilibria and communication in games. Computational Complex- ity. Theory, Techniques, and Applications, pp.295-704, 2012, 10.1007/978-1-4614-1800-9_45. hal- 01519895 HAL Id: hal-01519895 https://hal.archives-ouvertes.fr/hal-01519895 Submitted on 9 May 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Correlated Equilibrium and Communication in Games Françoise Forges, CEREMADE, Université Paris-Dauphine Article Outline Glossary I. De…nition of the Subject and its Importance II. Introduction III. Correlated Equilibrium: De…nition and Basic Properties IV. Correlated Equilibrium and Communication V. Correlated Equilibrium in Bayesian Games VI. Related Topics and Future Directions VII. Bibliography Acknowledgements The author wishes to thank Elchanan Ben-Porath, Frédéric Koessler, R. Vijay Krishna, Ehud Lehrer, Bob Nau, Indra Ray, Jérôme Renault, Eilon Solan, Sylvain Sorin, Bernhard von Stengel, Tristan Tomala, Amparo Ur- bano, Yannick Viossat and, especially, Olivier Gossner and Péter Vida, for useful comments and suggestions. Glossary Bayesian game: an interactive decision problem consisting of a set of n players, a set of types for every player, a probability distribution which ac- counts for the players’ beliefs over each others’ types, a set of actions for every player and a von Neumann-Morgenstern utility function de…ned over n-tuples of types and actions for every player. -
Revelation Principles in Multistage Games∗
Revelation Principles in Multistage Games Takuo Sugaya and Alexander Wolitzky Stanford GSB and MIT September 22, 2017 Abstract We study the revelation principle in multistage games for perfect Bayesian equi- libium and sequential equilibrium. The question of whether or not the revelation principle holds is subtle, as expanding players’ opportunities for communication ex- pands the set of consistent beliefs at off-path information sets. In settings with adverse selection but no moral hazard, Nash, perfect Bayesian, and sequential equilibrium are essentially equivalent, and a virtual-implementation version of the revelation principle holds. In general, we show that the revelation principle holds for weak perfect Bayesian equilibrium and for a stronger notion of perfect Bayesian equilibrium introduced by Myerson (1986). Our main result is that the latter notion of perfect Bayesian equilib- rium is outcome-equivalent to sequential equilibrium when the mediator can tremble; this provides a revelation principle for sequential equilibrium. When the mediator cannot tremble, the revelation principle for sequential equilibrium can fail. Preliminary. Comments Welcome. For helpful comments, we thank Drew Fudenberg, Dino Gerardi, Shengwu Li, Roger Myerson, Alessandro Pavan, Harry Pei, Juuso Toikka, and Bob Wilson. 1 Introduction The revelation principle states that any social choice function that can be implemented by any mechanism can also be implemented by a canonical mechanism where communication between players and the mechanism designer or mediator takes a circumscribed form: players communicate only their private information to the mediator, and the mediator communi- cates only recommended actions to the players. This cornerstone of modern microeconomics was developed by several authors in the 1970s and early 1980s, reaching its most general formulation in the principal-agent model of Myerson (1982), which treats one-shot games with both adverse selection and moral hazard.