The Price of Uncertainty Maria-Florina Balcan Georgia Tech Avrim Blum Carnegie Mellon Yishay Mansour Tel-Aviv/Google ACM-EC 2009.

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The Price of Uncertainty:
Presentation transcript:

The Price of Uncertainty Maria-Florina Balcan Georgia Tech Avrim Blum Carnegie Mellon Yishay Mansour Tel-Aviv/Google ACM-EC 2009

Games are an abstraction Costs/payoffs are a function of players actions. No external influences –If all repeatedly play same way, get exact same payoff Assume all players incentives are modeled High-level question: What happens to natural dynamics if these don’t quite hold?

We’d like to think that if we get people into a good equilibrium, and players are selfish, reasonably myopic, etc, then behavior will stay there. High-level question: What happens to natural dynamics if these don’t quite hold? Games are an abstraction

We’d like to think that if we get people into a good equilibrium, and players are selfish, reasonably myopic, etc, then behavior will stay there. But what if there are small fluctuations in underlying cost/payoff structure? Games are an abstraction

We’d like to think that if we get people into a good equilibrium, and players are selfish, reasonably myopic, etc, then behavior will stay there. But what if there are small fluctuations in underlying cost/payoff structure? Consider a typical game

We’d like to think that if we get people into a good equilibrium, and players are selfish, reasonably myopic, etc, then behavior will stay there. But what if there are small fluctuations in underlying cost/payoff structure? Or a few players acting unpredictably? Can small fluctuations or a few unpredictable players cause natural dynamics to spin out of control and get system into a high-cost state? Games are an abstraction

We’d like to think that if we get people into a good equilibrium, and players are selfish, reasonably myopic, etc, then behavior will stay there. But what if there are small fluctuations in underlying cost/payoff structure? Or a few players acting unpredictably? Can small fluctuations or a few unpredictable players cause natural dynamics to spin out of control and get system into a high-cost state? Consider a typical game

High-level question A few ways this could happen: –Small changes cause good equilibria to disappear, only bad ones left. (economy?) –Bad behavior by a few players causes pain for all (nukes) –Neither of above, but instead through more subtle interaction with dynamics… Focus here on this last issue. Can small fluctuations or a few unpredictable players cause natural dynamics to spin out of control and get system into a high-cost state?

Focus of this work Games with the following properties: Potential games, best/better-response dynamics. Low Price of Stability. (good equilibria exist) –Game has good equilibria even after perturbation. Small gap between potential and social cost. –Single perturbation can’t make dynamics do bad things. No individual player can influence cost of others by too much. OPT PoS £ OPT cost

Model Players follow best (or better) response dynamics. Costs of resources can fluctuate between moves: c i t 2 [c i /(1+  ), c i (1+  )] (alternatively, one or more Byzantine players who move between time steps) Play begins in a low-cost state. How bad can things get? Price-of-Uncertainty (  ) of game = maximum ratio of eventual social cost to initial cost.

Model Players follow best (or better) response dynamics. Costs of resources can fluctuate between moves: c i t 2 [c i /(1+  ), c i (1+  )] Price-of-Uncertainty (  ) of game = maximum ratio of eventual social cost to initial cost.

Model Players follow best (or better) response dynamics. Costs of resources can fluctuate between moves: c i t 2 [c i /(1+  ), c i (1+  )] Price-of-Uncertainty (  ) of game = maximum ratio of eventual social cost to initial cost. One way to look at this: Define graph: one node for each state. Edge u ! v if perturbation can cause BR to move from u to v. What do the reachable sets look like?

Set-cover games n players (points) m sets, with costs c 1,…,c m. Each player chooses some set that covers it. Players split cost with all others choosing same set. c1c1 c2c2 c3c3 cmcm

Set-cover games Price of anarchy = n Price of stability = O(log(n)). Potential  2 [cost, cost ¢ log(n)] n-  1

Main results Set-cover games: If  = O(1/nm) then PoU = O(log n). However, for any constant  > 0, PoU =  (n). Also, a single Byzantine player can take state from a PNE of cost O(OPT) to one of cost  (n ¢ OPT). Upper bounds hold even for better-response Lower bounds hold even for best-response

Main results General fair-cost-sharing games: Matroid congestion games: Here, “better-response” is easy to lure astray. Can make state exponentially worse by using even an exponentially-small . So, focus on best-response. st

Main results General fair-cost-sharing games: If many players for each (s i,t i ) pair (n i =  (m)), then PoU = O(1) even for constant  >0. Open for general number of players. Matroid congestion games: Matroid congestion games: (strategy sets are bases of matroid. E.g., set-cover where must choose k sets) If  = O(1/nm) then PoU = O(log n) for fair cost- sharing. In general, if  = O(1/nm) then PoU = O(GAP). Better-response not enough. Also positive results for  -nice games, bounds for consensus, job scheduling

Set-Cover games (lower bound) Two kinds of players: n of Class I: n-1 of Class II: Plus one Byzantine player…  Implies bound for case that costs can fluctuate by factor of 2. More complicated ex for  !  1/n 1/2. n n-  n/ 2 n/ 3 n/ 4 …n/n

Set-Cover games (upper bound) For upper bound, think of players in sets as a stack of chips. View i th position in stack j as having cost c j /i. Load chips with value equal to initial cost. When player moves from j to k, move top chip. Cost of position goes up by at most (1+  ) 2. cjcj ckck At most mn different positions. So, following the path of any chip and removing loops, cost of final set is at most (1+  ) 2nm times its value. So, if  = O(1/nm) then PoU = O(log n).

Matroid games In matroid games, can think of each player as controlling a set of chips. Nice property of best response in matroids: –Can always order the move so that each individual chip is doing better-response. Apply previous argument. Fails for better-response. –Here, can get player to do kind of binary counting, bad even for exponentially-small .

Fair cost sharing in general graphs If many players of each type, can also show best- response dynamics can’t do badly. Outline of argument: Hard to analyze cost of state directly, instead track upper bound c * (S t ) = cost(S 0 [ … [ S t ). –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.

PoU versus Price of Anarchy Main focus: games with both good and bad equilibria. Can small fluctuations or single Byzantine player cause behavior to move from good to bad? Can also have cases where state can get worse even than worst equilibrium. Market-sharing: 2 vs log(n) even for best-response.

PoU versus Price of Anarchy  nice games [AAEMS- EC08 ] : incentives grow stronger as cost gets above  times optimal (typically  = PoA). Here, at least can show state won’t get above O(  ) times optimal, even with substantial perturbation or many Byzantine players (random order).

Summary and open problems Looking at: when can small perturbations or a few bad players lead natural dynamics astray? When is it safe to turn your back? Upper/lower bounds for a number of classes of games. Open problems: Close gap for set-cover [1/(mn), 1/n 1/2 ]. General case of fair cost-sharing games? Cyclic order best resp