Settling the Complexity of Computing Approximate Two-Player Nash Equilibria
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Going Beyond Dual Execution: MPC for Functions with Efficient Verification
Going Beyond Dual Execution: MPC for Functions with Efficient Verification Carmit Hazay abhi shelat ∗ Bar-Ilan University Northeastern Universityy Muthuramakrishnan Venkitasubramaniamz University of Rochester Abstract The dual execution paradigm of Mohassel and Franklin (PKC’06) and Huang, Katz and Evans (IEEE ’12) shows how to achieve the notion of 1-bit leakage security at roughly twice the cost of semi-honest security for the special case of two-party secure computation. To date, there are no multi-party compu- tation (MPC) protocols that offer such a strong trade-off between security and semi-honest performance. Our main result is to address this shortcoming by designing 1-bit leakage protocols for the multi- party setting, albeit for a special class of functions. We say that function f (x, y) is efficiently verifiable by g if the running time of g is always smaller than f and g(x, y, z) = 1 if and only if f (x, y) = z. In the two-party setting, we first improve dual execution by observing that the “second execution” can be an evaluation of g instead of f , and that by definition, the evaluation of g is asymptotically more efficient. Our main MPC result is to construct a 1-bit leakage protocol for such functions from any passive protocol for f that is secure up to additive errors and any active protocol for g. An important result by Genkin et al. (STOC ’14) shows how the classic protocols by Goldreich et al. (STOC ’87) and Ben-Or et al. (STOC ’88) naturally support this property, which allows to instantiate our compiler with two-party and multi-party protocols. -
Game-Based Verification and Synthesis
Downloaded from orbit.dtu.dk on: Sep 30, 2021 Game-based verification and synthesis Vester, Steen Publication date: 2016 Document Version Publisher's PDF, also known as Version of record Link back to DTU Orbit Citation (APA): Vester, S. (2016). Game-based verification and synthesis. Technical University of Denmark. DTU Compute PHD-2016 No. 414 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 If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Ph.D. Thesis Doctor of Philosophy Game-based verification and synthesis Steen Vester Kongens Lyngby, Denmark 2016 PHD-2016-414 ISSN: 0909-3192 DTU Compute Department of Applied Mathematics and Computer Science Technical University of Denmark Richard Petersens Plads Building 324 2800 Kongens Lyngby, Denmark Phone +45 4525 3031 [email protected] www.compute.dtu.dk Summary Infinite-duration games provide a convenient way to model distributed, reactive and open systems in which several entities and an uncontrollable environment interact. -
László Lovász Avi Wigderson De L’Université Eötvös Loránd À De L’Institute for Advanced Study De Budapest, En Hongrie Et À Princeton, Aux États-Unis
2021 L’Académie des sciences et des lettres de Norvège a décidé de décerner le prix Abel 2021 à László Lovász Avi Wigderson de l’université Eötvös Loránd à de l’Institute for Advanced Study de Budapest, en Hongrie et à Princeton, aux États-Unis, « pour leurs contributions fondamentales à l’informatique théorique et aux mathématiques discrètes, et pour leur rôle de premier plan dans leur transformation en domaines centraux des mathématiques contemporaines ». L’informatique théorique est l’étude de la puissance croissante sur plusieurs autres sciences, ce et des limites du calcul. Elle trouve son origine qui permet de faire de nouvelles découvertes dans les travaux fondateurs de Kurt Gödel, Alonzo en « chaussant des lunettes d’informaticien ». Church, Alan Turing et John von Neumann, qui ont Les structures discrètes telles que les graphes, conduit au développement de véritables ordinateurs les chaînes de caractères et les permutations physiques. L’informatique théorique comprend deux sont au cœur de l’informatique théorique, et les sous-disciplines complémentaires : l’algorithmique mathématiques discrètes et l’informatique théorique qui développe des méthodes efficaces pour une ont naturellement été des domaines étroitement multitude de problèmes de calcul ; et la complexité, liés. Certes, ces deux domaines ont énormément qui montre les limites inhérentes à l’efficacité des bénéficié des champs de recherche plus traditionnels algorithmes. La notion d’algorithmes en temps des mathématiques, mais on constate également polynomial mise en avant dans les années 1960 par une influence croissante dans le sens inverse. Alan Cobham, Jack Edmonds et d’autres, ainsi que Les applications, concepts et techniques de la célèbre conjecture P≠NP de Stephen Cook, Leonid l’informatique théorique ont généré de nouveaux Levin et Richard Karp ont eu un fort impact sur le défis, ouvert de nouvelles directions de recherche domaine et sur les travaux de Lovász et Wigderson. -
The Flajolet-Martin Sketch Itself Preserves Differential Privacy: Private Counting with Minimal Space
The Flajolet-Martin Sketch Itself Preserves Differential Privacy: Private Counting with Minimal Space Adam Smith Shuang Song Abhradeep Thakurta Boston University Google Research, Brain Team Google Research, Brain Team [email protected] [email protected] [email protected] Abstract We revisit the problem of counting the number of distinct elements F0(D) in a data stream D, over a domain [u]. We propose an ("; δ)-differentially private algorithm that approximates F0(D) within a factor of (1 ± γ), and with additive error of p O( ln(1/δ)="), using space O(ln(ln(u)/γ)/γ2). We improve on the prior work at least quadratically and up to exponentially, in terms of both space and additive p error. Our additive error guarantee is optimal up to a factor of O( ln(1/δ)), n ln(u) 1 o and the space bound is optimal up to a factor of O min ln γ ; γ2 . We assume the existence of an ideal uniform random hash function, and ignore the space required to store it. We later relax this requirement by assuming pseudo- random functions and appealing to a computational variant of differential privacy, SIM-CDP. Our algorithm is built on top of the celebrated Flajolet-Martin (FM) sketch. We show that FM-sketch is differentially private as is, as long as there are p ≈ ln(1/δ)=(εγ) distinct elements in the data set. Along the way, we prove a structural result showing that the maximum of k i.i.d. random variables is statisti- cally close (in the sense of "-differential privacy) to the maximum of (k + 1) i.i.d. -
Survey of the Computational Complexity of Finding a Nash Equilibrium
Survey of the Computational Complexity of Finding a Nash Equilibrium Valerie Ishida 22 April 2009 1 Abstract This survey reviews the complexity classes of interest for describing the problem of finding a Nash Equilibrium, the reductions that led to the conclusion that finding a Nash Equilibrium of a game in the normal form is PPAD-complete, and the reduction from a succinct game with a nice expected utility function to finding a Nash Equilibrium in a normal form game with two players. 2 Introduction 2.1 Motivation For many years it was unknown whether a Nash Equilibrium of a normal form game could be found in polynomial time. The motivation for being able to due so is to find game solutions that people are satisfied with. Consider an entertaining game that some friends are playing. If there is a set of strategies that constitutes and equilibrium each person will probably be satisfied. Likewise if financial games such as auctions could be solved in polynomial time in a way that all of the participates were satisfied that they could not do any better given the situation, then that would be great. There has been much progress made in the last fifty years toward finding the complexity of this problem. It turns out to be a hard problem unless PPAD = FP. This survey reviews the complexity classes of interest for describing the prob- lem of finding a Nash Equilibrium, the reductions that led to the conclusion that finding a Nash Equilibrium of a game in the normal form is PPAD-complete, and the reduction from a succinct game with a nice expected utility function to finding a Nash Equilibrium in a normal form game with two players. -
Equilibrium Computation in Normal Form Games
Tutorial Overview Game Theory Refresher Solution Concepts Computational Formulations Equilibrium Computation in Normal Form Games Costis Daskalakis & Kevin Leyton-Brown Part 1(a) Equilibrium Computation in Normal Form Games Costis Daskalakis & Kevin Leyton-Brown, Slide 1 Tutorial Overview Game Theory Refresher Solution Concepts Computational Formulations Overview 1 Plan of this Tutorial 2 Getting Our Bearings: A Quick Game Theory Refresher 3 Solution Concepts 4 Computational Formulations Equilibrium Computation in Normal Form Games Costis Daskalakis & Kevin Leyton-Brown, Slide 2 Tutorial Overview Game Theory Refresher Solution Concepts Computational Formulations Plan of this Tutorial This tutorial provides a broad introduction to the recent literature on the computation of equilibria of simultaneous-move games, weaving together both theoretical and applied viewpoints. It aims to explain recent results on: the complexity of equilibrium computation; representation and reasoning methods for compactly represented games. It also aims to be accessible to those having little experience with game theory. Our focus: the computational problem of identifying a Nash equilibrium in different game models. We will also more briefly consider -equilibria, correlated equilibria, pure-strategy Nash equilibria, and equilibria of two-player zero-sum games. Equilibrium Computation in Normal Form Games Costis Daskalakis & Kevin Leyton-Brown, Slide 3 Tutorial Overview Game Theory Refresher Solution Concepts Computational Formulations Part 1: Normal-Form Games -
6.5 X 11.5 Doublelines.P65
Cambridge University Press 978-0-521-87282-9 - Algorithmic Game Theory Edited by Noam Nisan, Tim Roughgarden, Eva Tardos and Vijay V. Vazirani Copyright Information More information Algorithmic Game Theory Edited by Noam Nisan Hebrew University of Jerusalem Tim Roughgarden Stanford University Eva´ Tardos Cornell University Vijay V. Vazirani Georgia Institute of Technology © Cambridge University Press www.cambridge.org Cambridge University Press 978-0-521-87282-9 - Algorithmic Game Theory Edited by Noam Nisan, Tim Roughgarden, Eva Tardos and Vijay V. Vazirani Copyright Information More information cambridge university press Cambridge, New York,Melbourne, Madrid, Cape Town, Singapore, Sao˜ Paulo, Delhi Cambridge University Press 32 Avenue of the Americas, New York, NY 10013-2473, USA www.cambridge.org Information on this title: www.cambridge.org/9780521872829 C Noam Nisan, Tim Roughgarden, Eva´ Tardos, Vijay V. Vazirani 2007 This publication is in copyright. Subject to statutory exception and to the provisions of relevant collective licensing agreements, no reproduction of any part may take place without the written permission of Cambridge University Press. First published 2007 Printed in the United States of America A catalog record for this book is available from the British Library. Library of Congress Cataloging in Publication Data Algorithmic game theory / edited by Noam Nisan ...[et al.]; foreword by Christos Papadimitriou. p. cm. Includes index. ISBN-13: 978-0-521-87282-9 (hardback) ISBN-10: 0-521-87282-0 (hardback) 1. Game theory. 2. Algorithms. I. Nisan, Noam. II. Title. QA269.A43 2007 519.3–dc22 2007014231 ISBN 978-0-521-87282-9 hardback Cambridge University Press has no responsibility for the persistence or accuracy of URLS for external or third-party Internet Web sites referred to in this publication and does not guarantee that any content on such Web sites is, or will remain, accurate or appropriate. -
Algorithmic Mechanism Design
Algorithmic Mechanism Design Noam Nisan Institute of Computer Science Hebrew University of Jerusalem Givat Ram Israel and Scho ol of Computer Science IDC Herzliya Emailnoamcshujiacil y Amir Ronen Institute of Computer Science Hebrew University of Jerusalem Givat Ram Israel Emailamirycshujiacil This researchwas supp orted by grants from the Israeli ministry of Science and the Israeli academy of sciences y This researchwas supp orted by grants from the Israeli ministry of Science and the Israeli academy of sciences Algorithmic Mechanism Design contact Amir Ronen Institute of Computer Science Hebrew University of Jerusalem Givat Ram Israel Emailamirycshujiacil Abstract We consider algorithmic problems in a distributed setting where the participants cannot b e assumed to follow the algorithm but rather their own selfinterest As such participants termed agents are capable of manipulating the algorithm the algorithm designer should ensure in advance that the agents interests are b est served by b ehaving correctly Following notions from the eld of mechanism design we suggest a framework for studying such algorithms In this mo del the algorithmic solution is adorned with payments to the partic ipants and is termed a mechanism The payments should b e carefully chosen as to motivate all participants to act as the algorithm designer wishes We apply the standard to ols of mechanism design to algorithmic problems and in particular to the shortest path problem Our main technical contribution concerns the study of a representative problem task -
Well-Supported Vs. Approximate Nash Equilibria: Query Complexity of Large Games∗
Well-Supported vs. Approximate Nash Equilibria: Query Complexity of Large Games∗ Xi Chen†1, Yu Cheng‡2, and Bo Tang§3 1 Columbia University, New York, USA [email protected] 2 University of Southern California, Los Angeles, USA [email protected] 3 Oxford University, Oxford, United Kingdom [email protected] Abstract In this paper we present a generic reduction from the problem of finding an -well-supported Nash equilibrium (WSNE) to that of finding an Θ()-approximate Nash equilibrium (ANE), in large games with n players and a bounded number of strategies for each player. Our reduction complements the existing literature on relations between WSNE and ANE, and can be applied to extend hardness results on WSNE to similar results on ANE. This allows one to focus on WSNE first, which is in general easier to analyze and control in hardness constructions. As an application we prove a 2Ω(n/ log n) lower bound on the randomized query complexity of finding an -ANE in binary-action n-player games, for some constant > 0. This answers an open problem posed by Hart and Nisan [23] and Babichenko [2], and is very close to the trivial upper bound of 2n. Previously for WSNE, Babichenko [2] showed a 2Ω(n) lower bound on the randomized query complexity of finding an -WSNE for some constant > 0. Our result follows directly from combining [2] and our new reduction from WSNE to ANE. 1998 ACM Subject Classification F.2 Analysis of Algorithms and Problem Complexity Keywords and phrases Equilibrium Computation, Query Complexity, Large Games Digital Object Identifier 10.4230/LIPIcs.ITCS.2017.57 1 Introduction The celebrated theorem of Nash [29] states that every finite game has an equilibrium point. -
Pseudorandomness and Combinatorial Constructions
Pseudorandomness and Combinatorial Constructions Luca Trevisan∗ September 20, 2018 Abstract In combinatorics, the probabilistic method is a very powerful tool to prove the existence of combinatorial objects with interesting and useful properties. Explicit constructions of objects with such properties are often very difficult, or unknown. In computer science, probabilistic al- gorithms are sometimes simpler and more efficient than the best known deterministic algorithms for the same problem. Despite this evidence for the power of random choices, the computational theory of pseu- dorandomness shows that, under certain complexity-theoretic assumptions, every probabilistic algorithm has an efficient deterministic simulation and a large class of applications of the the probabilistic method can be converted into explicit constructions. In this survey paper we describe connections between the conditional “derandomization” re- sults of the computational theory of pseudorandomness and unconditional explicit constructions of certain combinatorial objects such as error-correcting codes and “randomness extractors.” 1 Introduction 1.1 The Probabilistic Method in Combinatorics In extremal combinatorics, the probabilistic method is the following approach to proving existence of objects with certain properties: prove that a random object has the property with positive probability. This simple idea has beem amazingly successful, and it gives the best known bounds for arXiv:cs/0601100v1 [cs.CC] 23 Jan 2006 most problems in extremal combinatorics. The idea was introduced (and, later, greatly developed) by Paul Erd˝os [18], who originally applied it to the following question: define R(k, k) to be the minimum value n such that every graph on n vertices has either an independent set of size at least k or a clique of size at least k;1 It was known that R(k, k) is finite and that it is at most 4k, and the question was to prove a lower bound. -
Succinct Counting and Progress Measures for Solving Infinite Games
Succinct Counting and Progress Measures for Solving Infinite Games Katrin Martine Dannert September 2017 Masterarbeit im Fach Mathematik vorgelegt der Fakult¨atf¨urMathematik, Informatik und Naturwissenschaften der Rheinisch-Westf¨alischen Technischen Hochschule Aachen 1. Gutachter: Prof. Dr. Erich Gr¨adel 2. Gutachter: Prof. Dr. Martin Grohe Eigenst¨andigkeitserkl¨arung Hiermit versichere ich, die Arbeit selbstst¨andigverfasst und keine anderen als die angegebenen Quellen und Hilfsmittel benutzt zu haben, alle Stellen, die w¨ortlich oder sinngem¨aßaus anderen Quellen ¨ubernommen wurden, als solche kenntlich gemacht zu haben und, dass die Arbeit in gleicher oder ¨ahnlicher Form noch keiner Pr¨ufungsbeh¨ordevorgelegt wurde. Aachen, den Katrin Dannert Contents Introduction . .4 1 Basics and Conventions 5 1.1 Conventions and Notation . .5 1.2 Basics on Games and Complexity Theory . .6 1.3 Parity Games . .8 1.4 Muller Games . 18 1.5 Streett-Rabin Games . 24 1.6 Modal µ-Calculus . 33 2 Two Quasi-Polynomial Time Algorithms for Solving Parity Games 41 2.1 Succinct Counting . 41 2.2 Succinct Progress Measures . 52 2.3 Comparing the two methods . 71 3 Solving Streett-Rabin Games in FPT 80 3.1 Succinct Counting for Streett Rabin Games with Muller Conditions . 80 3.2 Succinct Counting for Pair Conditions . 86 4 Applications to the Modal µ-Calculus 92 4.1 Solving the Model Checking Game with Succinct Counting . 92 4.2 Solving the Model Checking Game with Succinct Progress Measures . 94 Conclusion . 97 References . 98 Introduction In this Master's thesis we will take a look at infinite games and at methods for deciding their winner. -
Schedule and Abstracts (PDF)
Combinatorial game Theory Jan. 9–Jan. 14 MEALS *Breakfast (Buffet): 7:00–9:30 am, Sally Borden Building, Monday–Friday *Lunch (Buffet): 11:30 am–1:30 pm, Sally Borden Building, Monday–Friday *Dinner (Buffet): 5:30–7:30 pm, Sally Borden Building, Sunday–Thursday Coffee Breaks: As per daily schedule, 2nd floor lounge, Corbett Hall *Please remember to scan your meal card at the host/hostess station in the dining room for each meal. MEETING ROOMS All lectures will be held in Max Bell 159 (Max Bell Building accessible by walkway on 2nd floor of Corbett Hall). LCD projector, overhead projectors and blackboards are available for presentations. Note that the meeting space designated for BIRS is the lower level of Max Bell, Rooms 155–159. Please respect that all other space has been contracted to other BanffCentre guests, including any Food and Beverage in those areas. SCHEDULE Sunday 16:00 Check-in begins (Front Desk - Professional Development Centre - open 24 hours) Lecture rooms available after 16:00 (if desired) 17:30–19:30 Buffet Dinner, Sally Borden Building 20:00 Informal gathering in 2nd floor lounge, Corbett Hall (if desired) Beverages and a small assortment of snacks are available on a cash honor system. Monday 7:00–8:45 Breakfast 8:45–9:00 Introduction and Welcome by BIRS Station Manager, Max Bell 159 9:00-9:10 Overview of the week’s activities 9:10-10:00 Olivier Teytaud, Monte Carlo Tree Search Methods. 10:00-10:30 Coffee 10:30-11:00 Angela Siegel, Distributive and other lattices in CGT.