Optimal Truncation in Matching Markets
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Lecture 4 Rationalizability & Nash Equilibrium Road
Lecture 4 Rationalizability & Nash Equilibrium 14.12 Game Theory Muhamet Yildiz Road Map 1. Strategies – completed 2. Quiz 3. Dominance 4. Dominant-strategy equilibrium 5. Rationalizability 6. Nash Equilibrium 1 Strategy A strategy of a player is a complete contingent-plan, determining which action he will take at each information set he is to move (including the information sets that will not be reached according to this strategy). Matching pennies with perfect information 2’s Strategies: HH = Head if 1 plays Head, 1 Head if 1 plays Tail; HT = Head if 1 plays Head, Head Tail Tail if 1 plays Tail; 2 TH = Tail if 1 plays Head, 2 Head if 1 plays Tail; head tail head tail TT = Tail if 1 plays Head, Tail if 1 plays Tail. (-1,1) (1,-1) (1,-1) (-1,1) 2 Matching pennies with perfect information 2 1 HH HT TH TT Head Tail Matching pennies with Imperfect information 1 2 1 Head Tail Head Tail 2 Head (-1,1) (1,-1) head tail head tail Tail (1,-1) (-1,1) (-1,1) (1,-1) (1,-1) (-1,1) 3 A game with nature Left (5, 0) 1 Head 1/2 Right (2, 2) Nature (3, 3) 1/2 Left Tail 2 Right (0, -5) Mixed Strategy Definition: A mixed strategy of a player is a probability distribution over the set of his strategies. Pure strategies: Si = {si1,si2,…,sik} σ → A mixed strategy: i: S [0,1] s.t. σ σ σ i(si1) + i(si2) + … + i(sik) = 1. If the other players play s-i =(s1,…, si-1,si+1,…,sn), then σ the expected utility of playing i is σ σ σ i(si1)ui(si1,s-i) + i(si2)ui(si2,s-i) + … + i(sik)ui(sik,s-i). -
On Likely Solutions of the Stable Matching Problem with Unequal
ON LIKELY SOLUTIONS OF THE STABLE MATCHING PROBLEM WITH UNEQUAL NUMBERS OF MEN AND WOMEN BORIS PITTEL Abstract. Following up a recent work by Ashlagi, Kanoria and Leshno, we study a stable matching problem with unequal numbers of men and women, and independent uniform preferences. The asymptotic formulas for the expected number of stable matchings, and for the probabilities of one point–concentration for the range of husbands’ total ranks and for the range of wives’ total ranks are obtained. 1. Introduction and main results Consider the set of n1 men and n2 women facing a problem of selecting a marriage partner. For n1 = n2 = n, a marriage M is a matching (bijection) between the two sets. It is assumed that each man and each woman has his/her preferences for a marriage partner, with no ties allowed. That is, there are given n permutations σj of the men set and n permutations ρj of the women set, each σj (ρj resp.) ordering the women set (the men set resp.) according to the desirability degree of a woman (a man) as a marriage partner for man j (woman j). A marriage is called stable if there is no unmarried pair (a man, a woman) who prefer each other to their respective partners in the marriage. A classic theorem, due to Gale and Shapley [4], asserts that, given any system of preferences {ρj,σj}j∈[n], there exists at least one stable marriage M. arXiv:1701.08900v2 [math.CO] 13 Feb 2017 The proof of this theorem is algorithmic. A bijection is constructed in steps such that at each step every man not currently on hold makes a pro- posal to his best choice among women who haven’t rejected him before, and the chosen woman either provisionally puts the man on hold or rejects him, based on comparison of him to her current suitor if she has one already. -
On the Effi Ciency of Stable Matchings in Large Markets Sangmok Lee
On the Effi ciency of Stable Matchings in Large Markets SangMok Lee Leeat Yarivyz August 22, 2018 Abstract. Stability is often the goal for matching clearinghouses, such as those matching residents to hospitals, students to schools, etc. We study the wedge between stability and utilitarian effi ciency in large one-to-one matching markets. We distinguish between stable matchings’average effi ciency (or, effi ciency per-person), which is maximal asymptotically for a rich preference class, and their aggregate effi ciency, which is not. The speed at which average effi ciency of stable matchings converges to its optimum depends on the underlying preferences. Furthermore, for severely imbalanced markets governed by idiosyncratic preferences, or when preferences are sub-modular, stable outcomes may be average ineffi cient asymptotically. Our results can guide market designers who care about effi ciency as to when standard stable mechanisms are desirable and when new mechanisms, or the availability of transfers, might be useful. Keywords: Matching, Stability, Effi ciency, Market Design. Department of Economics, Washington University in St. Louis, http://www.sangmoklee.com yDepartment of Economics, Princeton University, http://www.princeton.edu/yariv zWe thank Federico Echenique, Matthew Elliott, Aytek Erdil, Mallesh Pai, Rakesh Vohra, and Dan Wal- ton for very useful comments and suggestions. Euncheol Shin provided us with superb research assistance. Financial support from the National Science Foundation (SES 0963583) and the Gordon and Betty Moore Foundation (through grant 1158) is gratefully acknowledged. On the Efficiency of Stable Matchings in Large Markets 1 1. Introduction 1.1. Overview. The design of most matching markets has focused predominantly on mechanisms in which only ordinal preferences are specified: the National Resident Match- ing Program (NRMP), clearinghouses for matching schools and students in New York City and Boston, and many others utilize algorithms that implement a stable matching correspond- ing to reported rank preferences. -
SEQUENTIAL GAMES with PERFECT INFORMATION Example
SEQUENTIAL GAMES WITH PERFECT INFORMATION Example 4.9 (page 105) Consider the sequential game given in Figure 4.9. We want to apply backward induction to the tree. 0 Vertex B is owned by player two, P2. The payoffs for P2 are 1 and 3, with 3 > 1, so the player picks R . Thus, the payoffs at B become (0, 3). 00 Next, vertex C is also owned by P2 with payoffs 1 and 0. Since 1 > 0, P2 picks L , and the payoffs are (4, 1). Player one, P1, owns A; the choice of L gives a payoff of 0 and R gives a payoff of 4; 4 > 0, so P1 chooses R. The final payoffs are (4, 1). 0 00 We claim that this strategy profile, { R } for P1 and { R ,L } is a Nash equilibrium. Notice that the 0 00 strategy profile gives a choice at each vertex. For the strategy { R ,L } fixed for P2, P1 has a maximal payoff by choosing { R }, ( 0 00 0 00 π1(R, { R ,L }) = 4 π1(R, { R ,L }) = 4 ≥ 0 00 π1(L, { R ,L }) = 0. 0 00 In the same way, for the strategy { R } fixed for P1, P2 has a maximal payoff by choosing { R ,L }, ( 00 0 00 π2(R, {∗,L }) = 1 π2(R, { R ,L }) = 1 ≥ 00 π2(R, {∗,R }) = 0, where ∗ means choose either L0 or R0. Since no change of choice by a player can increase that players own payoff, the strategy profile is called a Nash equilibrium. Notice that the above strategy profile is also a Nash equilibrium on each branch of the game tree, mainly starting at either B or starting at C. -
Economics 201B Economic Theory (Spring 2021) Strategic Games
Economics 201B Economic Theory (Spring 2021) Strategic Games Topics: terminology and notations (OR 1.7), games and solutions (OR 1.1-1.3), rationality and bounded rationality (OR 1.4-1.6), formalities (OR 2.1), best-response (OR 2.2), Nash equilibrium (OR 2.2), 2 2 examples × (OR 2.3), existence of Nash equilibrium (OR 2.4), mixed strategy Nash equilibrium (OR 3.1, 3.2), strictly competitive games (OR 2.5), evolution- ary stability (OR 3.4), rationalizability (OR 4.1), dominance (OR 4.2, 4.3), trembling hand perfection (OR 12.5). Terminology and notations (OR 1.7) Sets For R, ∈ ≥ ⇐⇒ ≥ for all . and ⇐⇒ ≥ for all and some . ⇐⇒ for all . Preferences is a binary relation on some set of alternatives R. % ⊆ From % we derive two other relations on : — strict performance relation and not  ⇐⇒ % % — indifference relation and ∼ ⇐⇒ % % Utility representation % is said to be — complete if , or . ∀ ∈ % % — transitive if , and then . ∀ ∈ % % % % can be presented by a utility function only if it is complete and transitive (rational). A function : R is a utility function representing if → % ∀ ∈ () () % ⇐⇒ ≥ % is said to be — continuous (preferences cannot jump...) if for any sequence of pairs () with ,and and , . { }∞=1 % → → % — (strictly) quasi-concave if for any the upper counter set ∈ { ∈ : is (strictly) convex. % } These guarantee the existence of continuous well-behaved utility function representation. Profiles Let be a the set of players. — () or simply () is a profile - a collection of values of some variable,∈ one for each player. — () or simply is the list of elements of the profile = ∈ { } − () for all players except . ∈ — ( ) is a list and an element ,whichistheprofile () . -
Matchings and Games on Networks
Matchings and games on networks by Linda Farczadi A thesis presented to the University of Waterloo in fulfilment of the thesis requirement for the degree of Doctor of Philosophy in Combinatorics and Optimization Waterloo, Ontario, Canada, 2015 c Linda Farczadi 2015 Author's Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract We investigate computational aspects of popular solution concepts for different models of network games. In chapter 3 we study balanced solutions for network bargaining games with general capacities, where agents can participate in a fixed but arbitrary number of contracts. We fully characterize the existence of balanced solutions and provide the first polynomial time algorithm for their computation. Our methods use a new idea of reducing an instance with general capacities to an instance with unit capacities defined on an auxiliary graph. This chapter is an extended version of the conference paper [32]. In chapter 4 we propose a generalization of the classical stable marriage problem. In our model the preferences on one side of the partition are given in terms of arbitrary bi- nary relations, that need not be transitive nor acyclic. This generalization is practically well-motivated, and as we show, encompasses the well studied hard variant of stable mar- riage where preferences are allowed to have ties and to be incomplete. Our main result shows that deciding the existence of a stable matching in our model is NP-complete. -
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. -
Extensive Form Games with Perfect Information
Notes Strategy and Politics: Extensive Form Games with Perfect Information Matt Golder Pennsylvania State University Sequential Decision-Making Notes The model of a strategic (normal form) game suppresses the sequential structure of decision-making. When applying the model to situations in which players move sequentially, we assume that each player chooses her plan of action once and for all. She is committed to this plan, which she cannot modify as events unfold. The model of an extensive form game, by contrast, describes the sequential structure of decision-making explicitly, allowing us to study situations in which each player is free to change her mind as events unfold. Perfect Information Notes Perfect information describes a situation in which players are always fully informed about all of the previous actions taken by all players. This assumption is used in all of the following lecture notes that use \perfect information" in the title. Later we will also study more general cases where players may only be imperfectly informed about previous actions when choosing an action. Extensive Form Games Notes To describe an extensive form game with perfect information we need to specify the set of players and their preferences, just as for a strategic game. In addition, we also need to specify the order of the players' moves and the actions each player may take at each point (or decision node). We do so by specifying the set of all sequences of actions that can possibly occur, together with the player who moves at each point in each sequence. We refer to each possible sequence of actions (a1; a2; : : : ak) as a terminal history and to the function that denotes the player who moves at each point in each terminal history as the player function. -
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. -
Class Descriptions—Week 5, Mathcamp 2016
CLASS DESCRIPTIONS|WEEK 5, MATHCAMP 2016 Contents 9:10 Classes 2 Building Groups out of Other Groups 2 More Problem Solving: Polynomials 2 The Hairy and Still Lonely Torus 2 Turning Points in the History of Mathematics 4 Why Aren't We Learning This: Fun Stuff in Statistics 4 10:10 Classes 4 A Very Difficult Definite Integral 4 Homotopy (Co)limits 5 Scandalous Curves 5 Special Relativity 5 String Theory 6 The Magic of Determinants 6 The Mathematical ABCs 7 The Stable Marriage Problem 7 Quadratic Reciprocity 7 11:10 Classes 8 Benford's Law 8 Egyptian Fractions 8 Gambling with Nathan Ramesh 8 Hyper-Dimensional Geometry 8 IOL 2016 8 Many Cells Separating Points 9 Period Three Implies Chaos 9 Problem Solving: Tetrahedra 9 The Brauer Group 9 The BSD conjecture 10 The Cayley{Hamilton Theorem 10 The \Free Will" Theorem 10 The Yoneda Lemma 10 Twisty Puzzles are Easy 11 Wedderburn's Theorem 11 Wythoff's Game 11 1:10 Classes 11 Big Numbers 11 Graph Polynomials 12 Hard Problems That Are Almost Easy 12 Hyperbolic Geometry 12 Latin Squares and Finite Geometries 13 1 MC2016 ◦ W5 ◦ Classes 2 Multiplicative Functions 13 Permuting Conditionally Convergent Series 13 The Cap Set Problem 13 2:10 Classes 14 Computer-Aided Design 14 Factoring with Elliptic Curves 14 Math and Literature 14 More Group Theory! 15 Paradoxes in Probability 15 The Hales{Jewett Theorem 15 9:10 Classes Building Groups out of Other Groups. ( , Don, Wednesday{Friday) In group theory, everybody learns how to take a group, and shrink it down by taking a quotient by a normal subgroup|but what they don't tell you is that you can totally go the other direction. -
Introduction to Game Theory: a Discovery Approach
Linfield University DigitalCommons@Linfield Linfield Authors Book Gallery Faculty Scholarship & Creative Works 2020 Introduction to Game Theory: A Discovery Approach Jennifer Firkins Nordstrom Linfield College Follow this and additional works at: https://digitalcommons.linfield.edu/linfauth Part of the Logic and Foundations Commons, Set Theory Commons, and the Statistics and Probability Commons Recommended Citation Nordstrom, Jennifer Firkins, "Introduction to Game Theory: A Discovery Approach" (2020). Linfield Authors Book Gallery. 83. https://digitalcommons.linfield.edu/linfauth/83 This Book is protected by copyright and/or related rights. It is brought to you for free via open access, courtesy of DigitalCommons@Linfield, with permission from the rights-holder(s). Your use of this Book must comply with the Terms of Use for material posted in DigitalCommons@Linfield, or with other stated terms (such as a Creative Commons license) indicated in the record and/or on the work itself. For more information, or if you have questions about permitted uses, please contact [email protected]. Introduction to Game Theory a Discovery Approach Jennifer Firkins Nordstrom Linfield College McMinnville, OR January 4, 2020 Version 4, January 2020 ©2020 Jennifer Firkins Nordstrom This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Preface Many colleges and universities are offering courses in quantitative reasoning for all students. One model for a quantitative reasoning course is to provide students with a single cohesive topic. Ideally, such a topic can pique the curios- ity of students with wide ranging academic interests and limited mathematical background. This text is intended for use in such a course. -
Extensive-Form Games with Perfect Information
Extensive-Form Games with Perfect Information Jeffrey Ely April 22, 2015 Jeffrey Ely Extensive-Form Games with Perfect Information Extensive-Form Games With Perfect Information Recall the alternating offers bargaining game. It is an extensive-form game. (Described in terms of sequences of moves.) In this game, each time a player moves, he knows everything that has happened in the past. He can compute exactly how the game will end given any profile of continuation strategies Such a game is said to have perfect information. Jeffrey Ely Extensive-Form Games with Perfect Information Simple Extensive-Form Game With Perfect Information 1b ¨ H L ¨ H R ¨¨ HH 2r¨¨ HH2r AB @ C @ D @ @ r @r r @r 1, 0 2, 3 4, 1 −1, 0 Figure: An extensive game Jeffrey Ely Extensive-Form Games with Perfect Information Game Trees Nodes H Initial node. Terminal Nodes Z ⊂ H. Player correspondence N : H ⇒ f1, ... , ng (N(h) indicates who moves at h. They move simultaneously) Actions Ai (h) 6= Æ at each h where i 2 N(h). I Action profiles can be identified with branches in the tree. Payoffs ui : Z ! R. Jeffrey Ely Extensive-Form Games with Perfect Information Strategies A strategy for player i is a function si specifying si (h) 2 Ai (h) for each h such that i 2 N(h). Jeffrey Ely Extensive-Form Games with Perfect Information Strategic Form Given any profile of strategies s, there is a unique terminal node z(s) that will be reached. We define ui (s) = ui (z(s)). We have thus obtained a strategic-form representation of the game.