Maximin Equilibrium
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Implementation Theory*
Chapter 5 IMPLEMENTATION THEORY* ERIC MASKIN Institute for Advanced Study, Princeton, NJ, USA TOMAS SJOSTROM Department of Economics, Pennsylvania State University, University Park, PA, USA Contents Abstract 238 Keywords 238 1. Introduction 239 2. Definitions 245 3. Nash implementation 247 3.1. Definitions 248 3.2. Monotonicity and no veto power 248 3.3. Necessary and sufficient conditions 250 3.4. Weak implementation 254 3.5. Strategy-proofness and rich domains of preferences 254 3.6. Unrestricted domain of strict preferences 256 3.7. Economic environments 257 3.8. Two agent implementation 259 4. Implementation with complete information: further topics 260 4.1. Refinements of Nash equilibrium 260 4.2. Virtual implementation 264 4.3. Mixed strategies 265 4.4. Extensive form mechanisms 267 4.5. Renegotiation 269 4.6. The planner as a player 275 5. Bayesian implementation 276 5.1. Definitions 276 5.2. Closure 277 5.3. Incentive compatibility 278 5.4. Bayesian monotonicity 279 * We are grateful to Sandeep Baliga, Luis Corch6n, Matt Jackson, Byungchae Rhee, Ariel Rubinstein, Ilya Segal, Hannu Vartiainen, Masahiro Watabe, and two referees, for helpful comments. Handbook of Social Choice and Welfare, Volume 1, Edited by K.J Arrow, A.K. Sen and K. Suzumura ( 2002 Elsevier Science B. V All rights reserved 238 E. Maskin and T: Sj'str6m 5.5. Non-parametric, robust and fault tolerant implementation 281 6. Concluding remarks 281 References 282 Abstract The implementation problem is the problem of designing a mechanism (game form) such that the equilibrium outcomes satisfy a criterion of social optimality embodied in a social choice rule. -
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. -
Alpha-Beta Pruning
Alpha-Beta Pruning Carl Felstiner May 9, 2019 Abstract This paper serves as an introduction to the ways computers are built to play games. We implement the basic minimax algorithm and expand on it by finding ways to reduce the portion of the game tree that must be generated to find the best move. We tested our algorithms on ordinary Tic-Tac-Toe, Hex, and 3-D Tic-Tac-Toe. With our algorithms, we were able to find the best opening move in Tic-Tac-Toe by only generating 0.34% of the nodes in the game tree. We also explored some mathematical features of Hex and provided proofs of them. 1 Introduction Building computers to play board games has been a focus for mathematicians ever since computers were invented. The first computer to beat a human opponent in chess was built in 1956, and towards the late 1960s, computers were already beating chess players of low-medium skill.[1] Now, it is generally recognized that computers can beat even the most accomplished grandmaster. Computers build a tree of different possibilities for the game and then work backwards to find the move that will give the computer the best outcome. Al- though computers can evaluate board positions very quickly, in a game like chess where there are over 10120 possible board configurations it is impossible for a computer to search through the entire tree. The challenge for the computer is then to find ways to avoid searching in certain parts of the tree. Humans also look ahead a certain number of moves when playing a game, but experienced players already know of certain theories and strategies that tell them which parts of the tree to look. -
Implementation and Strong Nash Equilibrium
LIBRARY OF THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY Digitized by the Internet Archive in 2011 with funding from Boston Library Consortium Member Libraries http://www.archive.org/details/implementationstOOmask : } ^mm working paper department of economics IMPLEMENTATION AND STRONG NASH EQUILIBRIUM Eric Maskin Number 216 January 1978 massachusetts institute of technology 50 memorial drive Cambridge, mass. 021 39 IMPLEMENTATION AND STRONG NASH EQUILIBRIUM Eric Maskin Number 216 January 1978 I am grateful for the financial support of the National Science Foundation. A social choice correspondence (SCC) is a mapping which assoc- iates each possible profile of individuals' preferences with a set of feasible alternatives (the set of f-optima) . To implement *n SCC, f, is to construct a game form g such that, for all preference profiles the equilibrium set of g (with respect to some solution concept) coincides with the f-optimal set. In a recent study [1], I examined the general question of implementing social choice correspondences when Nash equilibrium is the solution concept. Nash equilibrium, of course, is a strictly noncooperative notion, and so it is natural to consider the extent to which the results carry over when coalitions can form. The cooperative counterpart of Nash is the strong equilibrium due to Aumann. Whereas Nash defines equilibrium in terms of deviations only by single individuals, Aumann 's equilibrium incorporates deviations by every conceivable coalition. This paper considers implementation for strong equilibrium. The results of my previous paper were positive. If an SCC sat- isfies a monotonicity property and a much weaker requirement called no veto power, it can be implemented by Nash equilibrium. -
Game Theory with Translucent Players
Game Theory with Translucent Players Joseph Y. Halpern and Rafael Pass∗ Cornell University Department of Computer Science Ithaca, NY, 14853, U.S.A. e-mail: fhalpern,[email protected] November 27, 2012 Abstract A traditional assumption in game theory is that players are opaque to one another—if a player changes strategies, then this change in strategies does not affect the choice of other players’ strategies. In many situations this is an unrealistic assumption. We develop a framework for reasoning about games where the players may be translucent to one another; in particular, a player may believe that if she were to change strategies, then the other player would also change strategies. Translucent players may achieve significantly more efficient outcomes than opaque ones. Our main result is a characterization of strategies consistent with appro- priate analogues of common belief of rationality. Common Counterfactual Belief of Rationality (CCBR) holds if (1) everyone is rational, (2) everyone counterfactually believes that everyone else is rational (i.e., all players i be- lieve that everyone else would still be rational even if i were to switch strate- gies), (3) everyone counterfactually believes that everyone else is rational, and counterfactually believes that everyone else is rational, and so on. CCBR characterizes the set of strategies surviving iterated removal of minimax dom- inated strategies: a strategy σi is minimax dominated for i if there exists a 0 0 0 strategy σ for i such that min 0 u (σ ; µ ) > max u (σ ; µ ). i µ−i i i −i µ−i i i −i ∗Halpern is supported in part by NSF grants IIS-0812045, IIS-0911036, and CCF-1214844, by AFOSR grant FA9550-08-1-0266, and by ARO grant W911NF-09-1-0281. -
Strong Nash Equilibria and Mixed Strategies
Strong Nash equilibria and mixed strategies Eleonora Braggiona, Nicola Gattib, Roberto Lucchettia, Tuomas Sandholmc aDipartimento di Matematica, Politecnico di Milano, piazza Leonardo da Vinci 32, 20133 Milano, Italy bDipartimento di Elettronica, Informazione e Bioningegneria, Politecnico di Milano, piazza Leonardo da Vinci 32, 20133 Milano, Italy cComputer Science Department, Carnegie Mellon University, 5000 Forbes Avenue, Pittsburgh, PA 15213, USA Abstract In this paper we consider strong Nash equilibria, in mixed strategies, for finite games. Any strong Nash equilibrium outcome is Pareto efficient for each coalition. First, we analyze the two–player setting. Our main result, in its simplest form, states that if a game has a strong Nash equilibrium with full support (that is, both players randomize among all pure strategies), then the game is strictly competitive. This means that all the outcomes of the game are Pareto efficient and lie on a straight line with negative slope. In order to get our result we use the indifference principle fulfilled by any Nash equilibrium, and the classical KKT conditions (in the vector setting), that are necessary conditions for Pareto efficiency. Our characterization enables us to design a strong–Nash– equilibrium–finding algorithm with complexity in Smoothed–P. So, this problem—that Conitzer and Sandholm [Conitzer, V., Sandholm, T., 2008. New complexity results about Nash equilibria. Games Econ. Behav. 63, 621–641] proved to be computationally hard in the worst case—is generically easy. Hence, although the worst case complexity of finding a strong Nash equilibrium is harder than that of finding a Nash equilibrium, once small perturbations are applied, finding a strong Nash is easier than finding a Nash equilibrium. -
The Effective Minimax Value of Asynchronously Repeated Games*
Int J Game Theory (2003) 32: 431–442 DOI 10.1007/s001820300161 The effective minimax value of asynchronously repeated games* Kiho Yoon Department of Economics, Korea University, Anam-dong, Sungbuk-gu, Seoul, Korea 136-701 (E-mail: [email protected]) Received: October 2001 Abstract. We study the effect of asynchronous choice structure on the possi- bility of cooperation in repeated strategic situations. We model the strategic situations as asynchronously repeated games, and define two notions of effec- tive minimax value. We show that the order of players’ moves generally affects the effective minimax value of the asynchronously repeated game in significant ways, but the order of moves becomes irrelevant when the stage game satisfies the non-equivalent utilities (NEU) condition. We then prove the Folk Theorem that a payoff vector can be supported as a subgame perfect equilibrium out- come with correlation device if and only if it dominates the effective minimax value. These results, in particular, imply both Lagunoff and Matsui’s (1997) result and Yoon (2001)’s result on asynchronously repeated games. Key words: Effective minimax value, folk theorem, asynchronously repeated games 1. Introduction Asynchronous choice structure in repeated strategic situations may affect the possibility of cooperation in significant ways. When players in a repeated game make asynchronous choices, that is, when players cannot always change their actions simultaneously in each period, it is quite plausible that they can coordinate on some particular actions via short-run commitment or inertia to render unfavorable outcomes infeasible. Indeed, Lagunoff and Matsui (1997) showed that, when a pure coordination game is repeated in a way that only *I thank three anonymous referees as well as an associate editor for many helpful comments and suggestions. -
570: Minimax Sample Complexity for Turn-Based Stochastic Game
Minimax Sample Complexity for Turn-based Stochastic Game Qiwen Cui1 Lin F. Yang2 1School of Mathematical Sciences, Peking University 2Electrical and Computer Engineering Department, University of California, Los Angeles Abstract guarantees are rather rare due to complex interaction be- tween agents that makes the problem considerably harder than single agent reinforcement learning. This is also known The empirical success of multi-agent reinforce- as non-stationarity in MARL, which means when multi- ment learning is encouraging, while few theoret- ple agents alter their strategies based on samples collected ical guarantees have been revealed. In this work, from previous strategy, the system becomes non-stationary we prove that the plug-in solver approach, proba- for each agent and the improvement can not be guaranteed. bly the most natural reinforcement learning algo- One fundamental question in MBRL is that how to design rithm, achieves minimax sample complexity for efficient algorithms to overcome non-stationarity. turn-based stochastic game (TBSG). Specifically, we perform planning in an empirical TBSG by Two-players turn-based stochastic game (TBSG) is a two- utilizing a ‘simulator’ that allows sampling from agents generalization of Markov decision process (MDP), arbitrary state-action pair. We show that the em- where two agents choose actions in turn and one agent wants pirical Nash equilibrium strategy is an approxi- to maximize the total reward while the other wants to min- mate Nash equilibrium strategy in the true TBSG imize it. As a zero-sum game, TBSG is known to have and give both problem-dependent and problem- Nash equilibrium strategy [Shapley, 1953], which means independent bound. -
On the Verification and Computation of Strong Nash Equilibrium
On the Verification and Computation of Strong Nash Equilibrium Nicola Gatti Marco Rocco Tuomas Sandholm Politecnico di Milano Politecnico di Milano Carnegie Mellon Piazza Leonardo da Vinci 32 Piazza Leonardo da Vinci 32 Computer Science Dep. Milano, Italy Milano, Italy 5000 Forbes Avenue [email protected] [email protected] Pittsburgh, PA 15213, USA [email protected] ABSTRACT The NE concept is inadequate when agents can a priori Computing equilibria of games is a central task in computer communicate, being in a position to form coalitions and de- science. A large number of results are known for Nash equi- viate multilaterally in a coordinated way. The strong Nash librium (NE). However, these can be adopted only when equilibrium (SNE) concept strengthens the NE concept by coalitions are not an issue. When instead agents can form requiring the strategy profile to be resilient also to multilat- coalitions, NE is inadequate and an appropriate solution eral deviations, including the grand coalition [2]. However, concept is strong Nash equilibrium (SNE). Few computa- differently from NE, an SNE may not exist. It is known tional results are known about SNE. In this paper, we first that searching for an SNE is NP–hard, but, except for the study the problem of verifying whether a strategy profile is case of two–agent symmetric games, it is not known whether an SNE, showing that the problem is in P. We then design the problem is in NP [8]. Furthermore, to the best of our a spatial branch–and–bound algorithm to find an SNE, and knowledge, there is no algorithm to find an SNE in general we experimentally evaluate the algorithm. -
Games with Hidden Information
Games with Hidden Information R&N Chapter 6 R&N Section 17.6 • Assumptions so far: – Two-player game : Player A and B. – Perfect information : Both players see all the states and decisions. Each decision is made sequentially . – Zero-sum : Player’s A gain is exactly equal to player B’s loss. • We are going to eliminate these constraints. We will eliminate first the assumption of “perfect information” leading to far more realistic models. – Some more game-theoretic definitions Matrix games – Minimax results for perfect information games – Minimax results for hidden information games 1 Player A 1 L R Player B 2 3 L R L R Player A 4 +2 +5 +2 L Extensive form of game: Represent the -1 +4 game by a tree A pure strategy for a player 1 defines the move that the L R player would make for every possible state that the player 2 3 would see. L R L R 4 +2 +5 +2 L -1 +4 2 Pure strategies for A: 1 Strategy I: (1 L,4 L) Strategy II: (1 L,4 R) L R Strategy III: (1 R,4 L) Strategy IV: (1 R,4 R) 2 3 Pure strategies for B: L R L R Strategy I: (2 L,3 L) Strategy II: (2 L,3 R) 4 +2 +5 +2 Strategy III: (2 R,3 L) L R Strategy IV: (2 R,3 R) -1 +4 In general: If N states and B moves, how many pure strategies exist? Matrix form of games Pure strategies for A: Pure strategies for B: Strategy I: (1 L,4 L) Strategy I: (2 L,3 L) Strategy II: (1 L,4 R) Strategy II: (2 L,3 R) Strategy III: (1 R,4 L) Strategy III: (2 R,3 L) 1 Strategy IV: (1 R,4 R) Strategy IV: (2 R,3 R) R L I II III IV 2 3 L R I -1 -1 +2 +2 L R 4 II +4 +4 +2 +2 +2 +5 +1 L R III +5 +1 +5 +1 IV +5 +1 +5 +1 -1 +4 3 Pure strategies for Player B Player A’s payoff I II III IV if game is played I -1 -1 +2 +2 with strategy I by II +4 +4 +2 +2 Player A and strategy III by III +5 +1 +5 +1 Player B for Player A for Pure strategies IV +5 +1 +5 +1 • Matrix normal form of games: The table contains the payoffs for all the possible combinations of pure strategies for Player A and Player B • The table characterizes the game completely, there is no need for any additional information about rules, etc. -
Combinatorial Games
Midterm 1 Stat155 Game Theory Lecture 11: Midterm 1 Review “This is an open book exam: you can use any printed or written material, but you cannot use a laptop, tablet, or phone (or any device that can communicate). There are three questions, each consisting of three parts. Peter Bartlett Each part of each question carries equal weight. Answer each question in the space provided.” September 29, 2016 1 / 35 2 / 35 Topics Definitions: Combinatorial games Combinatorial games Positions, moves, terminal positions, impartial/partisan, progressively A combinatorial game has: bounded Two players, Player I and Player II. Progressively bounded impartial and partisan games The sets N and P A set of positions X . Theorem: Someone can win For each player, a set of legal moves between positions, that is, a set Examples: Subtraction, Chomp, Nim, Rims, Staircase Nim, Hex of ordered pairs, (current position, next position): Zero sum games Payoff matrices, pure and mixed strategies, safety strategies MI , MII X X . Von Neumann’s minimax theorem ⊂ × Solving two player zero-sum games Saddle points Equalizing strategies Players alternately choose moves. Solving2 2 games × Play continues until some player cannot move. Dominated strategies 2 n and m 2 games Normal play: the player that cannot move loses the game. × × Principle of indifference Symmetry: Invariance under permutations 3 / 35 4 / 35 Definitions: Combinatorial games Impartial combinatorial games and winning strategies Terminology: An impartial game has the same set of legal moves for both players: MI = MII . Theorem A partisan game has different sets of legal moves for the players. In a progressively bounded impartial A terminal position for a player has no legal move to another position. -
Recursion & the Minimax Algorithm Winning Tic-Tac-Toe How to Pass The
Recursion & the Minimax Algorithm Winning Tic-tac-toe Key to Acing Computer Science Anticipate the implications of your move. If you understand everything, ace your computer science course. Avoid moves which could enable your opponent to win. Otherwise, study & program something you don't understand, Attempt moves which would then see force your opponent to lose, so you win. Key to Acing Computer Science CompSci 4 Recursion & Minimax 27.1 CompSci 4 Recursion & Minimax 27.2 How to pass the buck: recursion! How could this approach work? Imagine this: What actually happens is that your friends doing most of You have all sorts of friends who are willing to help you do your work have friends of their own. Everyone your work with two caveats: eventually does a small part of the work and piece it o They won't do all of your work back together to do the work in its entirity. o They will only do the type of work you have to do In the last example, 100 total people would be working Example: on the homework, each person doing only one problem How would you do your homework consisting of 100 calculus each and passing on the rest. problems? Important: the person to do the last homework problem Easy – do the first problem yourself and ask your friend to do does it entirely without help. the rest CompSci 4 Recursion & Minimax 27.3 CompSci 4 Recursion & Minimax 27.4 The Parts of Recursion Example: Finding the Maximum ÿ Base Case – this is the simplest form of the problem ÿ Imagine you are given a stack of 1000 unsorted papers which can be solved directly.