The Price of Anarchy by Sara Robinson
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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. -
Information Theory Methods in Communication Complexity
INFORMATION THEORY METHODS IN COMMUNICATION COMPLEXITY BY NIKOLAOS LEONARDOS A dissertation submitted to the Graduate School—New Brunswick Rutgers, The State University of New Jersey in partial fulfillment of the requirements for the degree of Doctor of Philosophy Graduate Program in Computer Science Written under the direction of Michael Saks and approved by New Brunswick, New Jersey JANUARY, 2012 ABSTRACT OF THE DISSERTATION Information theory methods in communication complexity by Nikolaos Leonardos Dissertation Director: Michael Saks This dissertation is concerned with the application of notions and methods from the field of information theory to the field of communication complexity. It con- sists of two main parts. In the first part of the dissertation, we prove lower bounds on the random- ized two-party communication complexity of functions that arise from read-once boolean formulae. A read-once boolean formula is a formula in propositional logic with the property that every variable appears exactly once. Such a formula can be represented by a tree, where the leaves correspond to variables, and the in- ternal nodes are labeled by binary connectives. Under certain assumptions, this representation is unique. Thus, one can define the depth of a formula as the depth of the tree that represents it. The complexity of the evaluation of general read-once formulae has attracted interest mainly in the decision tree model. In the communication complexity model many interesting results deal with specific read-once formulae, such as disjointness and tribes. In this dissertation we use information theory methods to prove lower bounds that hold for any read-once ii formula. -
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. -
On SZK and PP
Electronic Colloquium on Computational Complexity, Revision 2 of Report No. 140 (2016) On SZK and PP Adam Bouland1, Lijie Chen2, Dhiraj Holden1, Justin Thaler3, and Prashant Nalini Vasudevan1 1CSAIL, Massachusetts Institute of Technology, Cambridge, MA USA 2IIIS, Tsinghua University, Beijing, China 3Georgetown University, Washington, DC USA Abstract In both query and communication complexity, we give separations between the class NISZK, con- taining those problems with non-interactive statistical zero knowledge proof systems, and the class UPP, containing those problems with randomized algorithms with unbounded error. These results significantly improve on earlier query separations of Vereschagin [Ver95] and Aaronson [Aar12] and earlier commu- nication complexity separations of Klauck [Kla11] and Razborov and Sherstov [RS10]. In addition, our results imply an oracle relative to which the class NISZK 6⊆ PP. This answers an open question of Wa- trous from 2002 [Aar]. The technical core of our result is a stronger hardness amplification theorem for approximate degree, which roughly says that composing the gapped-majority function with any function of high approximate degree yields a function with high threshold degree. Using our techniques, we also give oracles relative to which the following two separations hold: perfect zero knowledge (PZK) is not contained in its complement (coPZK), and SZK (indeed, even NISZK) is not contained in PZK (indeed, even HVPZK). Along the way, we show that HVPZK is contained in PP in a relativizing manner. We prove a number of implications of these results, which may be of independent interest outside of structural complexity. Specifically, our oracle separation implies that certain parameters of the Polariza- tion Lemma of Sahai and Vadhan [SV03] cannot be much improved in a black-box manner. -
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. -
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. -
A Game-Theoretic Model of Attention in Social Networks
A Game-theoretic Model of Attention in Social Networks Ashish Goel ⇤ Farnaz Ronaghi † March 25, 2012 Abstract We model the economics of producing content in online social networks such as Facebook and Twitter. We propose a game-theoretic model within which we quantify inefficiencies from contributions by strategic users in online environments. Attention and information are assumed to be the main motivation for user contributions. We treat attention as a mechanism for sharing the profit from consuming information and introduce a general framework for analyzing dynamics of contributions in online environments. We analyze the proposed model and identify conditions for existence and efficient computation of pure-strategy Nash equilibrium. We prove a bicriteria bound on the price of anarchy; in particular we show that the social welfare from central control over level of contribution by users is no larger than the social welfare from strategic agents with twice as large consumption utilities. We then construct and analyze a family of production games that have an arbitrarily large price of anarchy. We also prove non- robustness of the price of anarchy for a particular instance of the introduced family, establishing a distinction between the games studied here and network congestion games. 1 Introduction Social networking websites allow users to sign up and keep in touch with others by friending them. Users are allowed to post short status updates, photos, videos and links depending on the social network. Despite the di↵erences between these networks, one feature is common to many of them: Users see a linear news feed reflecting a chronologically sorted ordering of posts from friends whenever she logs into each of these sites [BCK+10]. -
Congestion Games with Multisets of Resources and Applications in Synthesis
Congestion Games with Multisets of Resources and Applications in Synthesis Guy Avni1, Orna Kupferman1, and Tami Tamir2 1 School of Computer Science and Engineering, The Hebrew University, Jerusalem, Israel 2 School of Computer Science, The Interdisciplinary Center, Israel Abstract In classical congestion games, players’ strategies are subsets of resources. We introduce and study multiset congestion games, where players’ strategies are multisets of resources. Thus, in each strategy a player may need to use each resource a different number of times, and his cost for using the resource depends on the load that he and the other players generate on the resource. Beyond the theoretical interest in examining the effect of a repeated use of resources, our study enables better understanding of non-cooperative systems and environments whose behavior is not covered by previously studied models. Indeed, congestion games with multiset-strategies arise, for example, in production planing and network formation with tasks that are more involved than reachability. We study in detail the application of synthesis from component libraries: different users synthesize systems by gluing together components from a component library. A component may be used in several systems and may be used several times in a system. The performance of a component and hence the system’s quality depends on the load on it. Our results reveal how the richer setting of multisets congestion games affects the stability and equilibrium efficiency compared to standard congestion games. In particular, while we present very simple instances with no pure Nash equilibrium and prove tighter and simpler lower bounds for equilibrium inefficiency, we are also able to show that some of the positive results known for affine and weighted congestion games apply to the richer setting of multisets. -
Learning Graphical Games from Behavioral Data: Sufficient and Necessary Conditions
Learning Graphical Games from Behavioral Data: Sufficient and Necessary Conditions Asish Ghoshal Jean Honorio [email protected] [email protected] Department of Computer Science, Purdue University, West Lafayette, IN, U.S.A. - 47907. Abstract identified, from congressional voting records, the most influential senators in the U.S. congress — a small In this paper we obtain sufficient and neces- set of senators whose collective behavior forces every sary conditions on the number of samples re- other senator to a unique choice of vote. Irfan and quired for exact recovery of the pure-strategy Ortiz [4] also observed that the most influential sena- Nash equilibria (PSNE) set of a graphical tors were strikingly similar to the gang-of-six senators, game from noisy observations of joint actions. formed during the national debt ceiling negotiations of We consider sparse linear influence games — 2011. Further, using graphical games, Honorio and Or- a parametric class of graphical games with tiz [6] showed that Obama’s influence on Republicans linear payoffs, and represented by directed increased in the last sessions before candidacy, while graphs of n nodes (players) and in-degree of McCain’s influence on Republicans decreased. at most k.Weshowthatonecanefficiently The problems in algorithmic game theory described recover the PSNE set of a linear influence above, i.e., computing the Nash equilibria, comput- game with k2 log n samples, under very O ing the price of anarchy or finding the most influ- general observation models. On the other ential agents, require a known graphical game which hand, we show that ⌦(k log n) samples are is not available apriori in real-world settings.