Learning Graphical Games from Behavioral Data: Sufficient and Necessary Conditions

Total Page:16

File Type:pdf, Size:1020Kb

Learning Graphical Games from Behavioral Data: Sufficient and Necessary Conditions Learning Graphical Games from Behavioral Data: Sufficient and Necessary Conditions Asish Ghoshal Jean Honorio [email protected] [email protected] Department of Computer Science, Purdue University, West Lafayette, IN, U.S.A. - 47907. Abstract identified, from congressional voting records, the most influential senators in the U.S. congress — a small In this paper we obtain sufficient and neces- set of senators whose collective behavior forces every sary conditions on the number of samples re- other senator to a unique choice of vote. Irfan and quired for exact recovery of the pure-strategy Ortiz [4] also observed that the most influential sena- Nash equilibria (PSNE) set of a graphical tors were strikingly similar to the gang-of-six senators, game from noisy observations of joint actions. formed during the national debt ceiling negotiations of We consider sparse linear influence games — 2011. Further, using graphical games, Honorio and Or- a parametric class of graphical games with tiz [6] showed that Obama’s influence on Republicans linear payoffs, and represented by directed increased in the last sessions before candidacy, while graphs of n nodes (players) and in-degree of McCain’s influence on Republicans decreased. at most k.Weshowthatonecanefficiently The problems in algorithmic game theory described recover the PSNE set of a linear influence above, i.e., computing the Nash equilibria, comput- game with k2 log n samples, under very O ing the price of anarchy or finding the most influ- general observation models. On the other ential agents, require a known graphical game which hand, we show that ⌦(k log n) samples are is not available apriori in real-world settings. There- necessary for any procedure to recover the fore, Honorio and Ortiz [6] proposed learning graphi- PSNE set from observations of joint actions. cal games from behavioral data, using maximum likeli- hood estimation (MLE) and sparsity-promoting meth- ods. On the other hand, Garg and Jaakkola [7] provide 1IntroductionandRelatedWork adiscriminativeapproachtolearnaclassofgraphical games called potential games. Honorio and Ortiz [6] Non-cooperative game theory is widely considered as and Irfan and Ortiz [4] have also demonstrated the use- an appropriate mathematical framework for studying fulness of learning sparse graphical games from behav- strategic behavior in multi-agent scenarios. In Non- ioral data in real-world settings, through their analysis cooperative game theory, the core solution concept of the voting records of the U.S. congress as well as the of Nash equilibrium describes the stable outcome of U.S. supreme court. the overall behavior of self-interested agents — for instance people, companies, governments, groups or In this paper, we obtain necessary and sufficient condi- autonomous systems — interacting strategically with tions for recovering the PSNE set of a graphical game each other and in distributed settings. in polynomial time. We also generalize the observa- tion model from Ghoshal and Honorio [8], to arbitrary Over the past few years, considerable progress has distributions that satisfy certain mild conditions. Our been made in analyzing behavioral data using game- polynomial time method for recovering the PSNE set, theoretic tools, e.g. computing Nash equilibria [1, 2, 3], which was proposed by Honorio and Ortiz [6], is based most influential agents [4], price of anarchy [5] and on using logistic regression for learning the neighbor- related concepts in the context of graphical games. hood of each player in the graphical game, indepen- In political science for instance, Irfan and Ortiz [4] dently. Honorio and Ortiz [6] showed that the method of independent logistic regression is likelihood consis- Proceedings of the 20th International Conference on Artifi- cial Intelligence and Statistics (AISTATS) 2017, Fort Laud- tent; i.e., in the infinite sample limit, the likelihood erdale, Florida, USA. JMLR: W&CP volume 54. Copy- estimate converges to the best achievable likelihood. right 2017 by the author(s). In this paper we obtain the stronger guarantee of re- Sufficient and Necessary Conditions for Learning Graphical Games covering the true PSNE set exactly. among players, i.e., the payoffof the i-th player only depends on the actions of its (incoming) neighbors. Finally, we would like to draw the attention of the reader to the fact that `1-regularized logistic regres- sion has been analyzed by Ravikumar et. al. [9] in 2.2 Linear Influence Games the context of learning sparse Ising models. Apart Irfan and Ortiz [4] and Honorio and Ortiz [6], intro- from technical differences and differences in proof tech- duced a specific form of graphical games, called Linear ` niques, our analysis of 1-penalized logistic regres- Influential Games,characterizedbybinaryactions,or sion for learning sparse graphical games differs from pure strategies, and linear payofffunctions. We as- Ravikumar et. al. [9] conceptually — in the sense sume, without loss of generality, that the joint ac- that we are not interested in recovering the edges of tion space = 1, +1 n.Alinearinfluencegame X {− } the true game graph, but only the PSNE set. There- between n players, (n)=(W, b),ischaracterized fore, we are able to avoid some stronger conditions G n n by (i) a matrix of weights W R ⇥ , where the required by Ravikumar et. al. [9], such as mutual 2 entry wij indicates the amount of influence (signed) incoherence. that the j-th player has on the i-th player and (ii) n abiasvectorb R , where bi captures the prior 2 2Preliminaries preference of the i-th player for a particular action x 1, +1 . The payoffof the i-th player is a lin- i 2{− } In this section we provide some background informa- ear function of the actions of the remaining players: T tion on graphical games introduced by Kearns et. al. ui(xi, x i)=xi(w ix i bi),andthePSNEsetis − − − − [10]. defined as follows: T ( (n)) = x ( i) xi(w ix i bi) 0 , (2) 2.1 Graphical Games NE G | 8 − − − ≥ where w i denotes the i-th row of W without the i- A normal-form game in classical game theory is de- − G th entry, i.e. w i = wij j = i .Notethatwehave fined by the triple =(V, , ) of players, actions and − { | 6 } G X U diag(W)=0. Thus, for linear influence games, the payoffs. V is the set of players, and is given by the set weight matrix W and the bias vector b,completely V = 1,...,n ,iftherearen players. is the set of { } X specify the game and the PSNE set induced by the actions or pure-strategies and is given by the Cartesian def game. Finally, let (n, k) denote a sparse game over product = i V i, where i is the set of pure- G 2 n players where the in-degree of any vertex is at most X ⇥ X X def n strategies of the i-th player. Finally, = ui ,is k. U { }i=1 the set of payoffs, where ui : i j V i j R spec- X ⇥ 2 \ X ! ifies the payofffor the i-th player given its action and 3ProblemFormulation the joint actions of the all the remaining players. An important solution concept in the theory of non- Now we turn our attention to the problem of learn- cooperative games is that of Nash equilibrium.Fora ing graphical games from observations of joint actions def non-cooperative game, a joint action x⇤ is a pure- only. Let ⇤ = ( ⇤(n, k)).Weassumethat 2X NE NE G strategy Nash equilibrium (PSNE) if, for each player there exists a game ⇤(n, k)=(W⇤, b⇤) from which i x argmax u (x , x ) x = x j = G (l) m , i⇤ xi i i i ⇤ i , where ⇤ i j⇤ a“noisy”dataset = x l=1 of m observations is 2 2X − − { | 6 D { } (l) i . In other words, x⇤ constitutes the mutual best- generated, where each observation x is sampled in- } response for all players and no player has any incentive dependently and identically from some distribution . P to unilaterally deviate from their optimal action x⇤ We will use two specific distributions and , which i Pg Pl given the joint actions of the remaining players x⇤ i. we refer to as the global and local noise model, to pro- − The set of all pure-strategy Nash equilibrium (PSNE) vide further intuition behind our results. In the global for a game is defined as follows: noise model, we assume that a joint action is observed G from the PSNE set with probability q ( ⇤ /2n, 1), g 2 |N E | ( )= x⇤ ( i V ) xi⇤ argmax ui(xi, x⇤ i) . i.e. NE G 8 2 2 x − ⇢ i2Xi qg1 [x ⇤] (1 qg)1 [x / ⇤] (1) g(x)= 2NE + − 2NE . (3) P ⇤ 2n ⇤ |N E | −|NE | Graphical games, introduced by Kearns et al. [10], In the above distribution, qg can be thought of as the are game-theoretic analogues of graphical models. A “signal” level in the data set, while 1 q can be − g graphical game G is defined by the directed graph, G = thought of as the “noise” level in the data set. In (V,E), of vertices and directed edges (arcs), where ver- the local noise model we assume that the joint ac- tices correspond to players and arcs encode “influence” tions are drawn from the PSNE set with the action of Ghoshal, Honorio each player corrupted independently by some Bernoulli To get some intuition for the above assumption, con- noise. Then in the local noise model the distribution sider the global noise model. In this case we have that q over joint actions is given as follows: p˜ =˜p =(1 q ), p = g/ ⇤ ,and x min max − g max |N E | 8 2 ⇤, (x)=pmax.Forthelocalnoisemodel,con- 1 n NE P 1[xi=yi] 1[xi=yi] sider, for simplicity, the case when there are only two l(x)= qi (1 qi) 6 , P ⇤ − 1 2 y i=1 joint actions in the PSNE set: ⇤ = x , x ,such |N E | 2XNE⇤ Y 1 2 1 NE2 { } that x1 =+1,x1 = 1 and xi = xi =+1for all i =1.
Recommended publications
  • 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.
    [Show full text]
  • Price of Competition and Dueling Games
    Price of Competition and Dueling Games Sina Dehghani ∗† MohammadTaghi HajiAghayi ∗† Hamid Mahini ∗† Saeed Seddighin ∗† Abstract We study competition in a general framework introduced by Immorlica, Kalai, Lucier, Moitra, Postlewaite, and Tennenholtz [19] and answer their main open question. Immorlica et al. [19] considered classic optimization problems in terms of competition and introduced a general class of games called dueling games. They model this competition as a zero-sum game, where two players are competing for a user’s satisfaction. In their main and most natural game, the ranking duel, a user requests a webpage by submitting a query and players output an or- dering over all possible webpages based on the submitted query. The user tends to choose the ordering which displays her requested webpage in a higher rank. The goal of both players is to maximize the probability that her ordering beats that of her opponent and gets the user’s at- tention. Immorlica et al. [19] show this game directs both players to provide suboptimal search results. However, they leave the following as their main open question: “does competition be- tween algorithms improve or degrade expected performance?” (see the introduction for more quotes) In this paper, we resolve this question for the ranking duel and a more general class of dueling games. More precisely, we study the quality of orderings in a competition between two players. This game is a zero-sum game, and thus any Nash equilibrium of the game can be described by minimax strategies. Let the value of the user for an ordering be a function of the position of her requested item in the corresponding ordering, and the social welfare for an ordering be the expected value of the corresponding ordering for the user.
    [Show full text]
  • Prophylaxy Copie.Pdf
    Social interactions and the prophylaxis of SI epidemics on networks Géraldine Bouveret, Antoine Mandel To cite this version: Géraldine Bouveret, Antoine Mandel. Social interactions and the prophylaxis of SI epi- demics on networks. Journal of Mathematical Economics, Elsevier, 2021, 93, pp.102486. 10.1016/j.jmateco.2021.102486. halshs-03165772 HAL Id: halshs-03165772 https://halshs.archives-ouvertes.fr/halshs-03165772 Submitted on 17 Mar 2021 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. Social interactions and the prophylaxis of SI epidemics on networkssa G´eraldineBouveretb Antoine Mandel c March 17, 2021 Abstract We investigate the containment of epidemic spreading in networks from a nor- mative point of view. We consider a susceptible/infected model in which agents can invest in order to reduce the contagiousness of network links. In this setting, we study the relationships between social efficiency, individual behaviours and network structure. First, we characterise individual and socially efficient behaviour using the notions of communicability and exponential centrality. Second, we show, by computing the Price of Anarchy, that the level of inefficiency can scale up to lin- early with the number of agents.
    [Show full text]
  • Strategic Behavior in Queues
    Strategic behavior in queues Lecturer: Moshe Haviv1 Dates: 31 January – 4 February 2011 Abstract: The course will first introduce some concepts borrowed from non-cooperative game theory to the analysis of strategic behavior in queues. Among them: Nash equilibrium, socially optimal strategies, price of anarchy, evolutionarily stable strategies, avoid the crowd and follow the crowd. Various decision models will be considered. Among them: to join or not to join an M/M/1 or an M/G/1 queue, when to abandon the queue, when to arrive to a queue, and from which server to seek service (if at all). We will also look at the application of cooperative game theory concepts to queues. Among them: how to split the cost of waiting among customers and how to split the reward gained when servers pooled their resources. Program: 1. Basic concepts in strategic behavior in queues: Unobservable and observable queueing models, strategy profiles, to avoid or to follow the crowd, Nash equilibrium, evolutionarily stable strategy, social optimization, the price of anarchy. 2. Examples: to queue or not to queue, priority purchasing, retrials and abandonment, server selection. 3. Competition between servers. Examples: price war, capacity competition, discipline competition. 4. When to arrive to a queue so as to minimize waiting and tardiness costs? Examples: Poisson number of arrivals, fluid approximation. 5. Basic concepts in cooperative game theory: The Shapley value, the core, the Aumann-Shapley prices. Ex- amples: Cooperation among servers, charging customers based on the externalities they inflict on others. Bibliography: [1] M. Armony and M. Haviv, Price and delay competition between two service providers, European Journal of Operational Research 147 (2003) 32–50.
    [Show full text]
  • Pure and Bayes-Nash Price of Anarchy for Generalized Second Price Auction
    Pure and Bayes-Nash Price of Anarchy for Generalized Second Price Auction Renato Paes Leme Eva´ Tardos Department of Computer Science Department of Computer Science Cornell University, Ithaca, NY Cornell University, Ithaca, NY [email protected] [email protected] Abstract—The Generalized Second Price Auction has for advertisements and slots higher on the page are been the main mechanism used by search companies more valuable (clicked on by more users). The bids to auction positions for advertisements on search pages. are used to determine both the assignment of bidders In this paper we study the social welfare of the Nash equilibria of this game in various models. In the full to slots, and the fees charged. In the simplest model, information setting, socially optimal Nash equilibria are the bidders are assigned to slots in order of bids, and known to exist (i.e., the Price of Stability is 1). This paper the fee for each click is the bid occupying the next is the first to prove bounds on the price of anarchy, and slot. This auction is called the Generalized Second Price to give any bounds in the Bayesian setting. Auction (GSP). More generally, positions and payments Our main result is to show that the price of anarchy is small assuming that all bidders play un-dominated in the Generalized Second Price Auction depend also on strategies. In the full information setting we prove a bound the click-through rates associated with the bidders, the of 1.618 for the price of anarchy for pure Nash equilibria, probability that the advertisement will get clicked on by and a bound of 4 for mixed Nash equilibria.
    [Show full text]
  • Efficiency of Mechanisms in Complex Markets
    EFFICIENCY OF MECHANISMS IN COMPLEX MARKETS A Dissertation Presented to the Faculty of the Graduate School of Cornell University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Vasileios Syrgkanis August 2014 ⃝c 2014 Vasileios Syrgkanis ALL RIGHTS RESERVED EFFICIENCY OF MECHANISMS IN COMPLEX MARKETS Vasileios Syrgkanis, Ph.D. Cornell University 2014 We provide a unifying theory for the analysis and design of efficient simple mechanisms for allocating resources to strategic players, with guaranteed good properties even when players participate in many mechanisms simultaneously or sequentially and even when they use learning algorithms to identify how to play and have incomplete information about the parameters of the game. These properties are essential in large scale markets, such as electronic marketplaces, where mechanisms rarely run in isolation and the environment is too complex to assume that the market will always converge to the classic economic equilib- rium or that the participants will have full knowledge of the competition. We propose the notion of a smooth mechanism, and show that smooth mech- anisms possess all the aforementioned desiderata in large scale markets. We fur- ther give guarantees for smooth mechanisms even when players have budget constraints on their payments. We provide several examples of smooth mech- anisms and show that many simple mechanisms used in practice are smooth (such as formats of position auctions, uniform price auctions, proportional bandwidth allocation mechanisms, greedy combinatorial auctions). We give algorithmic characterizations of which resource allocation algorithms lead to smooth mechanisms when accompanied by appropriate payment schemes and show a strong connection with greedy algorithms on matroids.
    [Show full text]
  • Intrinsic Robustness of the Price of Anarchy
    Intrinsic Robustness of the Price of Anarchy Tim Roughgarden Department of Computer Science Stanford University 353 Serra Mall, Stanford, CA 94305 [email protected] ABSTRACT ble to eliminate in many situations, with large networks be- The price of anarchy, defined as the ratio of the worst-case ing one obvious example. The past ten years have provided objective function value of a Nash equilibrium of a game and an encouraging counterpoint to this widespread equilibrium that of an optimal outcome, quantifies the inefficiency of self- inefficiency: in a number of interesting application domains, ish behavior. Remarkably good bounds on this measure have decentralized optimization by competing individuals prov- been proved in a wide range of application domains. How- ably approximates the optimal outcome. ever, such bounds are meaningful only if a game’s partici- A rigorous guarantee of this type requires a formal behav- pants successfully reach a Nash equilibrium. This drawback ioral model, in order to define“the outcome of self-interested motivates inefficiency bounds that apply more generally to behavior”. The majority of previous research studies pure- weaker notions of equilibria, such as mixed Nash equilibria, strategy Nash equilibria, defined as follows. Each player i correlated equilibria, or to sequences of outcomes generated selects a strategy si from a set Si (like a path in a network). by natural experimentation strategies, such as simultaneous The cost Ci(s) incurred by a player i in a game is a function regret-minimization. of the entire vector s of players’ chosen strategies, which We prove a general and fundamental connection between is called a strategy profile or an outcome.
    [Show full text]
  • A Game-Theoretic Model of Attention in Social Networks
    A Game-theoretic Model of Attention in Social Networks Ashish Goel ⇤ Farnaz Ronaghi † March 25, 2012 Abstract We model the economics of producing content in online social networks such as Facebook and Twitter. We propose a game-theoretic model within which we quantify inefficiencies from contributions by strategic users in online environments. Attention and information are assumed to be the main motivation for user contributions. We treat attention as a mechanism for sharing the profit from consuming information and introduce a general framework for analyzing dynamics of contributions in online environments. We analyze the proposed model and identify conditions for existence and efficient computation of pure-strategy Nash equilibrium. We prove a bicriteria bound on the price of anarchy; in particular we show that the social welfare from central control over level of contribution by users is no larger than the social welfare from strategic agents with twice as large consumption utilities. We then construct and analyze a family of production games that have an arbitrarily large price of anarchy. We also prove non- robustness of the price of anarchy for a particular instance of the introduced family, establishing a distinction between the games studied here and network congestion games. 1 Introduction Social networking websites allow users to sign up and keep in touch with others by friending them. Users are allowed to post short status updates, photos, videos and links depending on the social network. Despite the di↵erences between these networks, one feature is common to many of them: Users see a linear news feed reflecting a chronologically sorted ordering of posts from friends whenever she logs into each of these sites [BCK+10].
    [Show full text]
  • Congestion Games with Multisets of Resources and Applications in Synthesis
    Congestion Games with Multisets of Resources and Applications in Synthesis Guy Avni1, Orna Kupferman1, and Tami Tamir2 1 School of Computer Science and Engineering, The Hebrew University, Jerusalem, Israel 2 School of Computer Science, The Interdisciplinary Center, Israel Abstract In classical congestion games, players’ strategies are subsets of resources. We introduce and study multiset congestion games, where players’ strategies are multisets of resources. Thus, in each strategy a player may need to use each resource a different number of times, and his cost for using the resource depends on the load that he and the other players generate on the resource. Beyond the theoretical interest in examining the effect of a repeated use of resources, our study enables better understanding of non-cooperative systems and environments whose behavior is not covered by previously studied models. Indeed, congestion games with multiset-strategies arise, for example, in production planing and network formation with tasks that are more involved than reachability. We study in detail the application of synthesis from component libraries: different users synthesize systems by gluing together components from a component library. A component may be used in several systems and may be used several times in a system. The performance of a component and hence the system’s quality depends on the load on it. Our results reveal how the richer setting of multisets congestion games affects the stability and equilibrium efficiency compared to standard congestion games. In particular, while we present very simple instances with no pure Nash equilibrium and prove tighter and simpler lower bounds for equilibrium inefficiency, we are also able to show that some of the positive results known for affine and weighted congestion games apply to the richer setting of multisets.
    [Show full text]
  • Closing the Price of Anarchy Gap in the Interdependent Security Game
    Closing the Price of Anarchy Gap in the Interdependent Security Game Parinaz Naghizadeh and Mingyan Liu Department of Electrical Engineering and Computer Science University of Michigan, Ann Arbor, Michigan, 48109-2122 Email: {naghizad, mingyan}@umich.edu Abstract—The reliability and security of a user in an intercon- these papers, under-investment in security is verified by finding nected system depends on all users’ collective effort in security. the levels of effort exerted in a Nash equilibrium of the IDS Consequently, investments in security technologies by strategic game, and comparing them with the socially optimal levels of users is typically modeled as a public good problem, known as the Interdependent Security (IDS) game. The equilibria for such investment. games are often inefficient, as selfish users free-ride on positive The increasing number of unprotected devices connected to externalities of others’ contributions. In this paper, we present a the Internet, the constant emergence of new security threats, mechanism that implements the socially optimal equilibrium in and the insufficiency of improved security technologies in an IDS game through a message exchange process, in which users compensating for the under-investment problem [7], motivates submit proposals about the security investment and tax/price profiles of one another. This mechanism is different from existing the study of mechanisms for improving network security. solutions in that (1) it results in socially optimal levels of Several methods for increasing users’ investments, and thus the investment, closing the Price of Anarchy gap in the IDS game, (2) reliability of the interconnected system, have been proposed in it is applicable to a general model of user interdependencies.
    [Show full text]
  • Design and Analysis of Sponsored Search Mechanisms
    DESIGN AND ANALYSIS OF SPONSORED SEARCH MECHANISMS A Dissertation Presented to the Faculty of the Graduate School of Cornell University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Renato Paes Leme December 2012 c 2012 Renato Paes Leme ALL RIGHTS RESERVED DESIGN AND ANALYSIS OF SPONSORED SEARCH MECHANISMS Renato Paes Leme, Ph.D. Cornell University 2012 Auctions have become the standard way of allocating resources in electronic markets. Two main reasons why designing auctions is hard are the need to cope with strategic behavior of the agents, who will constantly adjust their bids seeking more items at lower prices, and the fact that the environment is highly dynamic and uncertain. Many market designs which became de-facto industrial standards allow strategic manipulation by the agents, but nevertheless display good behavior in practice. In this thesis, we analyze why such designs turned out to be so successful despite strategic behavior and environment uncertainty. Our goal is to learn from this analysis and to use the lessons learned to design new auction mechanisms; as well as fine-tune the existing ones. We illustrate this research line through the analysis and design of Ad Auc- tions mechanisms. We do so by studying the equilibrium behavior of a game induced by Ad Auctions, and show that all equilibria have good welfare and revenue properties. Next, we present new Ad Auction designs that take into ac- count richer features such as budgets, multiple keywords, heterogeneous slots and online supply. BIOGRAPHICAL SKETCH Renato Paes Leme was born in December 1st, 1984 in Rio de Janeiro, where he spent most of his life.
    [Show full text]
  • A Revisionist History of Algorithmic Game Theory
    A Revisionist History of Algorithmic Game Theory Moshe Y. Vardi Rice University Theoretical Computer Science: Vols. A and B van Leeuwen, 1990: Handbook of Theoretical Computer Science Volume A: algorithms and complexity • Volume B: formal models and semantics (“logic”) • E.W. Dijkstra, EWD Note 611: “On the fact that the Atlantic Ocean has two sides” North-American TCS (FOCS&STOC): Volume A. • European TCS (ICALP): Volumes A&B • A Key Theme in FOCS/STOC: Algorithmic Game Theory – algorithm design for strategic environments 1 Birth of AGT: The ”Official” Version NEW YORK, May 16, 2012 – ACM’s Special Interest Group on Algorithms and Computation Theory (SIGACT) together with the European Association for Theoretical Computer Science (EATCS) will recognize three groups of researchers for their contributions to understanding how selfish behavior by users and service providers impacts the behavior of the Internet and other complex computational systems. The papers were presented by Elias Koutsoupias and Christos Papadimitriou, Tim Roughgarden and Eva Tardos, and Noam Nisan and Amir Ronen. They will receive the 2012 Godel¨ Prize, sponsored jointly by SIGACT and EATCS for outstanding papers in theoretical computer science at the International Colloquium on Automata, Languages and Programming (ICALP), July 9–13, in Warwick, UK. 2 Three seminal papers Koutsoupias&Papadimitriou, STACS 1999: Worst- • case Equilibira – introduced the “price of anarchy” concept, a measure of the extent to which competition approximates cooperation, quantifying how much utility is lost due to selfish behaviors on the Internet, which operates without a system designer or monitor striving to achieve the “social optimum.” Roughgarden & Tardos, FOCS 2000: How Bad is • Selfish Routing? – studied the power and depth of the “price of anarchy” concept as it applies to routing traffic in large-scale communications networks to optimize the performance of a congested network.
    [Show full text]