Seminars on Combinatorics, Games and Optimisation in 2017 Seminars Are Listed in Reverse Chronological Order, Most Recent First
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Frequently Asked Questions in Mathematics
Frequently Asked Questions in Mathematics The Sci.Math FAQ Team. Editor: Alex L´opez-Ortiz e-mail: [email protected] Contents 1 Introduction 4 1.1 Why a list of Frequently Asked Questions? . 4 1.2 Frequently Asked Questions in Mathematics? . 4 2 Fundamentals 5 2.1 Algebraic structures . 5 2.1.1 Monoids and Groups . 6 2.1.2 Rings . 7 2.1.3 Fields . 7 2.1.4 Ordering . 8 2.2 What are numbers? . 9 2.2.1 Introduction . 9 2.2.2 Construction of the Number System . 9 2.2.3 Construction of N ............................... 10 2.2.4 Construction of Z ................................ 10 2.2.5 Construction of Q ............................... 11 2.2.6 Construction of R ............................... 11 2.2.7 Construction of C ............................... 12 2.2.8 Rounding things up . 12 2.2.9 What’s next? . 12 3 Number Theory 14 3.1 Fermat’s Last Theorem . 14 3.1.1 History of Fermat’s Last Theorem . 14 3.1.2 What is the current status of FLT? . 14 3.1.3 Related Conjectures . 15 3.1.4 Did Fermat prove this theorem? . 16 3.2 Prime Numbers . 17 3.2.1 Largest known Mersenne prime . 17 3.2.2 Largest known prime . 17 3.2.3 Largest known twin primes . 18 3.2.4 Largest Fermat number with known factorization . 18 3.2.5 Algorithms to factor integer numbers . 18 3.2.6 Primality Testing . 19 3.2.7 List of record numbers . 20 3.2.8 What is the current status on Mersenne primes? . -
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. -
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. -
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. -
Subgame-Perfect Ε-Equilibria in Perfect Information Games With
Subgame-Perfect -Equilibria in Perfect Information Games with Common Preferences at the Limit Citation for published version (APA): Flesch, J., & Predtetchinski, A. (2016). Subgame-Perfect -Equilibria in Perfect Information Games with Common Preferences at the Limit. Mathematics of Operations Research, 41(4), 1208-1221. https://doi.org/10.1287/moor.2015.0774 Document status and date: Published: 01/11/2016 DOI: 10.1287/moor.2015.0774 Document Version: Publisher's PDF, also known as Version of record Document license: Taverne Please check the document version of this publication: • A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication 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. -
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. -
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. -
Tic-Tac-Toe Is Not Very Interesting to Play, Because If Both Players Are Familiar with the Game the Result Is Always a Draw
CMPSCI 250: Introduction to Computation Lecture #27: Games and Adversary Search David Mix Barrington 4 November 2013 Games and Adversary Search • Review: A* Search • Modeling Two-Player Games • When There is a Game Tree • The Determinacy Theorem • Searching a Game Tree • Examples of Games Review: A* Search • The A* Search depends on a heuristic function, which h(y) = 6 2 is a lower bound on the 23 s distance to the goal. x 4 If x is a node, and g is the • h(z) = 3 nearest goal node to x, the admissibility condition p(y) = 23 + 2 + 6 = 31 on h is that 0 ≤ h(x) ≤ d(x, g). p(z) = 23 + 4 + 3 = 30 Review: A* Search • Suppose we have taken y off of the open list. The best-path distance from the start s to the goal g through y is d(s, y) + d(y, h(y) = 6 g), and this cannot be less than 2 23 d(s, y) + h(y). s x 4 • Thus when we find a path of length k from s to y, we put y h(z) = 3 onto the open list with priority k p(y) = 23 + 2 + 6 = 31 + h(y). We still record the p(z) = 23 + 4 + 3 = 30 distance d(s, y) when we take y off of the open list. Review: A* Search • The advantage of A* over uniform-cost search is that we do not consider entries x in the closed list for which d(s, x) + h(x) h(y) = 6 is greater than the actual best- 2 23 path distance from s to g. -
Constructing Stationary Sunspot Equilibria in a Continuous Time Model*
A Note on Woodford's Conjecture: Constructing Stationary Title Sunspot Equilibria in a Continuous Time Model(Nonlinear Analysis and Mathematical Economics) Author(s) Shigoka, Tadashi Citation 数理解析研究所講究録 (1994), 861: 51-66 Issue Date 1994-03 URL http://hdl.handle.net/2433/83844 Right Type Departmental Bulletin Paper Textversion publisher Kyoto University 数理解析研究所講究録 第 861 巻 1994 年 51-66 51 A Note on Woodford’s Conjecture: Constructing Stationary Sunspot Equilibria in a Continuous Time Model* Tadashi Shigoka Kyoto Institute of Economic Research, Kyoto University, Yoshidamachi Sakyoku Kyoto 606 Japan 京都大学 経済研究所 新後閑 禎 Abstract We show how to construct stationary sunspot equilibria in a continuous time model, where equilibrium is indeterninate near either a steady state or a closed orbit. Woodford’s conjecture that the indeterminacy of equilibrium implies the existence of stationary sunspot equilibria remains valid in a continuous time model. 52 Introduction If for given equilibrium dynamics there exist a continuum of non-stationary perfect foresight equilibria all converging asymptoticaUy to a steady state (a deterministic cycle resp.), we say the equilibrium dynamics is indeterminate near the steady state (the deterministic cycle resp.). Suppose that the fundamental characteristics of an economy are deterministic, but that economic agents believe nevertheless that equihibrium dynamics is affected by random factors apparently irrelevant to the fundamental characteristics (sunspots). This prophecy could be self-fulfilling, and one will get a sunspot equilibrium, if the resulting equilibrium dynamics is subject to a nontrivial stochastic process and confirns the agents’ belief. See Shell [19], and Cass-Shell [3]. Woodford [23] suggested that there exists a close relation between the indetenninacy of equilibrium near a deterministic steady state and the existence of stationary sunspot equilibria in the immediate vicinity of it. -
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. -
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. -
Strategies in Games: a Logic-Automata Study
Strategies in games: a logic-automata study S. Ghosh1 and R. Ramanujam2 1 Indian Statistical Institute SETS Campus, Chennai 600 113, India. [email protected] 2 The Institute of Mathematical Sciences C.I.T. Campus, Chennai 600 113, India. [email protected] 1 Introduction Overview. There is now a growing body of research on formal algorithmic mod- els of social procedures and interactions between rational agents. These models attempt to identify logical elements in our day-to-day social activities. When in- teractions are modeled as games, reasoning involves analysis of agents' long-term powers for influencing outcomes. Agents devise their respective strategies on how to interact so as to ensure maximal gain. In recent years, researchers have tried to devise logics and models in which strategies are “first class citizens", rather than unspecified means to ensure outcomes. Yet, these cover only basic models, leaving open a range of interesting issues, e.g. communication and coordination between players, especially in games of imperfect information. Game models are also relevant in the context of system design and verification. In this article we will discuss research on logic and automata-theoretic models of games and strategic reasoning in multi-agent systems. We will get acquainted with the basic tools and techniques for this emerging area, and provide pointers to the exciting questions it offers. Content. This article consists of 5 sections apart from the introduction. An outline of the contents of the other sections is given below. 1. Section 2 (Exploring structure in strategies): A short introduction to games in extensive form, and strategies.