Circumventing the Price of Anarchy

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Circumventing the Price of Anarchy Leading Dynamics to Good Behavior Maria-Florina Balcan Joint with Avrim Blum and Yishay Mansour TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: AAAAA

Good equilibria, Bad equilibria Many games have both bad and good equilibria. In some places, everyone drives their own car. In some, everybody uses and pays for good public transit.

Good equilibria, Bad equilibria Fair cost-sharing n players in directed graph G, each edge e costs ce. Player i wants to get from si to ti. all players share cost of edges they use with others. s t 1 n

Good equilibria, Bad equilibria Fair cost-sharing n players in directed graph G, each edge e costs ce. Player i wants to get from si to ti. all players share cost of edges they use with others. s t 1 n Good equilibrium: all use edge of cost 1. (paying 1/n each)

Good equilibria, Bad equilibria Fair cost-sharing n players in directed graph G, each edge e costs ce. Player i wants to get from si to ti. all players share cost of edges they use with others. s t 1 n Good equilibrium: all use edge of cost 1. (paying 1/n each) Bad equilibrium: all use edge of cost n. (paying 1 each)

Inefficiency of equilibria, PoA and PoS Price of Anarchy (PoA): ratio of worst Nash equilibrium to OPT. [Koutsoupias-Papadimitriou’99] Price of Stability (PoS): ratio of best Nash equilibrium to OPT. [Anshelevich et. al, 2004] E.g., for fair cost-sharing, PoS is log(n), whereas PoA is n. Significant effort spent on understanding these in CS. 6

Dynamics in Games Traditionally: convergence to some equilibria - Best/better response - Regret Minimization - Imitation Dynamics Not so satisfactory in games with a huge gap between PoA and PoS What can we say about getting to good states? 7

Getting to Good Equilibria I) Players entering one at a time Undirected single sink fair cost sharing, one at a time entering from an empty config. [Charikar et al, 2008] Positive result; get within polylog(n) factor of OPT But fails in directed graphs. 8

Getting to Good Equilibria I) Players entering one at a time Undirected single sink fair cost sharing, one at a time entering from an empty config. [Charikar et al, 2008] Positive result; get within polylog(n) factor of OPT Directed single sink … 1 s1 sn t k ¿ n Subway/shared van Bad eq. result of this dynamics: cars 9

Getting to Good Equilibria II) Noisy best response (simulated annealing on potential function) [Blume95, Marden/Shamma08, Young05] [Prob. of action a decreases exponentially with gap between the cost of a and cost of BR] Show examples of directed cost sharing where no noisy- best-response alg can do better than POA within poly #of steps. How can we get around this Analyze if a helpful entity/source encourage (guide) behavior to move from a bad state to a good state. 10

Getting to Good Equilibria III) Public Service Advertisement [BBM, SODA 2009] A helpful authority advertises a good joint action. A random constant fraction of the players follow the proposal temporarily; others do best response. Ride public transit Strong positive result for fair cost sharing If  fraction of players follow the advice, then get within O(1/) of PoS. [PoS = log(n), PoA = n] Note: The model requires: receptive/gullible players non-receptive/stubborn players. What if each player is a bit of both? 11

Our Proposed Model: High level A more adaptive model Each player has a few abstract actions. Uses a learning, experts based alg. to decide which one to use Expert 1 Expert 2 Play Best Response Play the Proposed Behavior [ no rigid separation between receptive vs non-receptive players] 12

Our Model Begin in some arbitrary configuration. Someone analyzing game comes up with a good idea (joint action of low cost) and proposes it. Players go in a random order: With probability pi do proposed action. With probability 1-pi do best-response to current state. Model A: pi‘s stay fixed, at some poly time T*, everyone commits one way or the other. [Learn then Decide] Model B: Players use arbitrary learning rule to slowly vary their pi’s. (only limit is learning rate). [Smoothly Adaptive] What will happen to the overall state of the system? 13

Our Results Fair Cost Sharing Consensus Learn then Decide Proposed action = OPT. Learn then Decide A poly number exploration of steps T* is sufficient s.t. the expected cost at any time T ¸ T* is O(log(n) log(nm)OPT). Smoothly Adaptive ni= (m), pi ¸ ¯ for poly steps, then 9 T*=poly(n) s.t. whp cost at any time T ¸ T* is O(log(nm)OPT). Consensus For any graph, any initial configuration, if pi > ½ then whp play will reach optimal in O(n log2n) steps.

Fair Cost Sharing Key Lemma #1: So long as all pi ¸ ² for constant ² > 0, whp the cost will reach O(OPT¢log(mn)) within poly(n) steps. Proof sketch preliminaries: Fair cost-sharing -- exact potential game: 9 potential fnc © s.t. if any player makes a move decreasing their own cost by ¢, then © drops by ¢ too. where For any state S, cost(S) · ©(S) · cost(S)log(n).

Fair Cost Sharing Key Lemma #1: So long as all pi ¸ ² for constant ² > 0, whp the cost will reach O(OPT¢log(mn)) within poly(n) steps. Proof sketch: After initial startup phase, whp all edges e with neÀlog(nm) players on them in OPT, will have ¸ (²/2)ne players on them now. Implies OPT is a “fairly good” response for everyone (cost O(log(nm)OPTi), where OPTi = i’s cost in OPT). So, if cost is currently high, if player i picked at random, expected drop in © is large (whether i does proposed action or BR). Can’t happen for too long (use martingale tail bound).

Fair Cost Sharing Key Lemma #1: So long as all pi ¸ ² for constant ² > 0, whp the cost will reach O(OPT¢log(mn)) within poly(n) steps. Great - cost gets low pretty soon! But not quite enough to get what we want…need to ensure don’t have: T*

Fair Cost Sharing, Learn then Decide Key Lemma #1: So long as all pi ¸ ² for constant ² > 0, whp the cost will reach O(OPT¢log(mn)) within poly(n) steps. Key Lemma #2: So long as all pi ¸ ² for constant ² > 0, if cost at time T1 is O(OPT¢log(mn)), then E[©] at any time T = T1 + poly(n) is O(OPT¢log(mn)¢log(n)). Final step for learn then decide model: In final decision step, potential cannot increase by much.

Fair Cost Sharing, Smoothly Adaptive Key Lemma #1: So long as all pi ¸ ² for constant ² > 0, whp the cost will reach O(OPT¢log(mn)) within poly(n) steps. Final step for adaptive model: If *many players of each type* can show that once cost is low, it will *never* get high again.

Fair Cost Sharing, Smoothly Adaptive Final step for adaptive model: If *many players of each type* can show that once cost is low, it will *never* get high again. Proof sketch: Say cost is low at time t0. Hard to analyze cost of state directly, instead track upper bound c*(St) = cost(St0 [ … [ St). c* changes at most m times. Many players of each type ) average cost of each is low compared to c*. Each change to c* is small. Total cost ever at most:

Graph G, vertices have two actions: RED or BLUE. Consensus games Graph G, vertices have two actions: RED or BLUE. Pay 1 for each edge with endpoints of different color. cost(s) = i costi(s) +1 OPT = all RED or all BLUE. Cost(OPT) = 1.

Consensus games OPT is an equilibrium so PoS = 1. But PoA = (n2). Two cliques of size n. Each node has ²n nbrs in other clique, ² < 1. English units Metric system In fact, the bad equilibrium can be pretty stable. Even if proposal = “all BLUE”, for any p < ½, if ² < ½-p then whp BR is to keep orig color and so no change….

Consensus games Main result: For any graph, any initial configuration, if p > ½, then whp play will reach optimal in O(n log2n) steps. [proposal = all BLUE] Main idea: Two ways a node can become blue: by choosing the proposed action or because it has more blue neighbors than red neigh, so BR is blue Even if many dependencies among neighbs, Pr(BR is blue) increases quickly over time.

Conclusions Propose a novel perspective for leading dynamics to a good equilibrium and get around inherent lower bounds. Analyze process where some entity (who studies the game and discovers a good behavior) proposes a good joint action. Players don’t trust, so view proposal and best-response as two “experts” and run arbitrary learning alg between them Positive results for cost-sharing and consensus games.

Open Questions Remove restriction on many players of each type for adaptive model. Extend model to allow multiple proposed actions, hope to do (nearly) as well as the best. Alternative ways to give players more info about game they are playing to allow them to reach good states fast?