Approximation Algorithms and Mechanism Design for Minimax Approval Voting
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California Institute of Technology
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Caltech Authors - Main DIVISION OF THE HUM ANITIES AND SO CI AL SCIENCES CALIFORNIA INSTITUTE OF TECHNOLOGY PASADENA, CALIFORNIA 91125 IMPLEMENTATION THEORY Thomas R. Palfrey � < a: 0 1891 u. "')/,.. () SOCIAL SCIENCE WORKING PAPER 912 September 1995 Implementation Theory Thomas R. Palfrey Abstract This surveys the branch of implementation theory initiated by Maskin (1977). Results for both complete and incomplete information environments are covered. JEL classification numbers: 025, 026 Key words: Implementation Theory, Mechanism Design, Game Theory, Social Choice Implementation Theory* Thomas R. Palfrey 1 Introduction Implementation theory is an area of research in economic theory that rigorously investi gates the correspondence between normative goals and institutions designed to achieve {implement) those goals. More precisely, given a normative goal or welfare criterion for a particular class of allocation pro blems (or domain of environments) it formally char acterizes organizational mechanisms that will guarantee outcomes consistent with that goal, assuming the outcomes of any such mechanism arise from some specification of equilibrium behavior. The approaches to this problem to date lie in the general domain of game theory because, as a matter of definition in the implementation theory litera ture, an institution is modelled as a mechanism, which is essentially a non-cooperative game. Moreover, the specific models of equilibrium behavior -
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. -
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. -
Game Theory 2021
More Mechanism Design Game Theory 2021 Game Theory 2021 Ulle Endriss Institute for Logic, Language and Computation University of Amsterdam Ulle Endriss 1 More Mechanism Design Game Theory 2021 Plan for Today In this second lecture on mechanism design we are going to generalise beyond the basic scenario of auctions|as much as we can manage: • Revelation Principle: can focus on direct-revelation mechanisms • formal model of direct-revelation mechanisms with money • incentive compatibility of the Vickrey-Clarke-Groves mechanism • other properties of VCG for special case of combinatorial auctions • impossibility of achieving incentive compatibility more generally Much of this is also (somewhat differently) covered by Nisan (2007). N. Nisan. Introduction to Mechanism Design (for Computer Scientists). In N. Nisan et al. (eds.), Algorithmic Game Theory. Cambridge University Press, 2007. Ulle Endriss 2 More Mechanism Design Game Theory 2021 Reminder Last time we saw four auction mechanisms for selling a single item: English, Dutch, first-price sealed-bid, Vickrey. The Vickrey auction was particularly interesting: • each bidder submits a bid in a sealed envelope • the bidder with the highest bid wins, but pays the price of the second highest bid (unless it's below the reservation price) It is a direct-revelation mechanism (unlike English and Dutch auctions) and it is incentive-compatible, i.e., truth-telling is a dominant strategy (unlike for Dutch and FPSB auctions). Ulle Endriss 3 More Mechanism Design Game Theory 2021 The Revelation Principle Revelation Principle: Any outcome that is implementable in dominant strategies via some mechanism can also be implemented by means of a direct-revelation mechanism making truth-telling a dominant strategy. -
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. -
Designing Mechanisms to Make Welfare- Improving Strategies Focal∗
Designing Mechanisms to Make Welfare- Improving Strategies Focal∗ Daniel E. Fragiadakis Peter Troyan Texas A&M University University of Virginia Abstract Many institutions use matching algorithms to make assignments. Examples include the allocation of doctors, students and military cadets to hospitals, schools and branches, respec- tively. Most of the market design literature either imposes strong incentive constraints (such as strategyproofness) or builds mechanisms that, while more efficient than strongly incentive compatible alternatives, require agents to play potentially complex equilibria for the efficiency gains to be realized in practice. Understanding that the effectiveness of welfare-improving strategies relies on the ease with which real-world participants can find them, we carefully design an algorithm that we hypothesize will make such strategies focal. Using a lab experiment, we show that agents do indeed play the intended focal strategies, and doing so yields higher overall welfare than a common alternative mechanism that gives agents dominant strategies of stating their preferences truthfully. Furthermore, we test a mech- anism from the field that is similar to ours and find that while both yield comparable levels of average welfare, our algorithm performs significantly better on an individual level. Thus, we show that, if done carefully, this type of behavioral market design is a worthy endeavor that can most promisingly be pursued by a collaboration between institutions, matching theorists, and behavioral and experimental economists. JEL Classification: C78, C91, C92, D61, D63, Keywords: dictatorship, indifference, matching, welfare, efficiency, experiments ∗We are deeply indebted to our graduate school advisors Fuhito Kojima, Muriel Niederle and Al Roth for count- less conversations and encouragement while advising us on this project. -
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. -
Strategyproof Exchange with Multiple Private Endowments
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence Strategyproof Exchange with Multiple Private Endowments Taiki Todo, Haixin Sun, Makoto Yokoo Dept. of Informatics Kyushu University Motooka 744, Fukuoka, JAPAN ftodo, sunhaixin, [email protected] Abstract efficient and individually rational. Moreover, it is the only We study a mechanism design problem for exchange rule that satisfies those three properties (Ma 1994). Due to economies where each agent is initially endowed with these advantages, TTC has been attracting much attention a set of indivisible goods and side payments are not al- from both economists and computer scientists. lowed. We assume each agent can withhold some en- In this paper we consider exchange economies where each dowments, as well as misreport her preference. Under this assumption, strategyproofness requires that for each agent is endowed with a set of multiple goods, instead of agent, reporting her true preference with revealing all a single good. Under that model, Pareto efficiency, indi- her endowments is a dominant strategy, and thus implies vidual rationality, and strategyproofness cannot be simulta- individual rationality. Our objective in this paper is to neously satisfied (Sonmez¨ 1999). Therefore, one main re- analyze the effect of such private ownership in exchange search direction on exchanges with multiple endowments is economies with multiple endowments. As fundamental to achieve strategyproof rules that guarantee a limited notion results, we first show that the revelation principle holds of efficiency. In particular, Papai´ (2003) defined a class of under a natural assumption and that strategyproofness exchange rules and gave a characterization by strategyproof- and Pareto efficiency are incompatible even under the ness and individual rationality with some other weak effi- lexicographic preference domain. -
Proportionality and Strategyproofness in Multiwinner Elections
Session 43: Social Choice Theory 3 AAMAS 2018, July 10-15, 2018, Stockholm, Sweden Proportionality and Strategyproofness in Multiwinner Elections Dominik Peters University of Oxford Oxford, UK [email protected] ABSTRACT focussed on cases where there are no parties, and preferences are Multiwinner voting rules can be used to select a fixed-size com- expressed directly over the candidates [23]. The latter setting allows mittee from a larger set of candidates. We consider approval-based for applications in areas outside the political sphere, such as in committee rules, which allow voters to approve or disapprove can- group recommendation systems. didates. In this setting, several voting rules such as Proportional To formalise the requirement of proportionality in this party-free Approval Voting (PAV) and Phragmén’s rules have been shown to setting, it is convenient to consider the case where input preferences produce committees that are proportional, in the sense that they are given as approval ballots: each voter reports a set of candidates proportionally represent voters’ preferences; all of these rules are that they find acceptable. Even for this simple setting, there isa strategically manipulable by voters. On the other hand, a generalisa- rich variety of rules that exhibit different behaviour [31], and this tion of Approval Voting gives a non-proportional but strategyproof setting gives rise to a rich variety of axioms. voting rule. We show that there is a fundamental tradeoff between One natural way of selecting a committee of k candidates when these two properties: we prove that no multiwinner voting rule can given approval ballots is to extend Approval Voting (AV): for each simultaneously satisfy a weak form of proportionality (a weakening of the m candidates, count how many voters approve them (their of justified representation) and a weak form of strategyproofness. -
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.