Computational Game Theory: Network Creation Game Arbitrary Payments Credit to Slides To Eva Tardos Modified/Corrupted/Added to by Michal Feldman and Amos.

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Computational Game Theory: Network Creation Game Arbitrary Payments Credit to Slides To Eva Tardos Modified/Corrupted/Added to by Michal Feldman and Amos Fiat

Network Creation Game – Arbitrary Cost partition G = (V,E) is an undirected graph with edge costs c(e). There are k players. Each player i has a source s i and a sink t i he wants to have connected. s1s1 t3t3 t1t1 t2t2 s2s2 s3s3

Model (cont’) Player i picks payment p i (e) for each edge e. e is bought if total payments ≥ c(e). Note: any player can use bought edges s1s1 t3t3 t1t1 t2t2 s2s2 s3s3

The Game Each player i has only 2 concerns: 1) Must be a bought path from s i to t i s1s1 t3t3 t1t1 t2t2 s2s2 s3s3 bought edges

The Game Each player i has only 2 concerns: 1) Must be a bought path from s i to t i 2) Given this requirement, i wants to pays as little as possible. s1s1 t3t3 t1t1 t2t2 s2s2 s3s3

Nash Equilibrium A Nash Equilibium (NE) is set of payments for players such that no player wants to deviate. Note: player i doesn’t care whether other players connect. s1s1 t3t3 t1t1 t2t2 s2s2 s3s3

An Example One NE: Each player pays 1/k to top edge. Another NE: Each player pays 1 to bottom edge. Note: No notion of “fairness”; many NE that pay unevenly for the cheap edge. s 1 …s k t 1 …t k c(e) = 1 c(e) = k

Three Observations 1) The bought edges in a NE form a forest. 2) Players only contribute to edges on their s i -t i path in this forest. 3) The total payment for any edge e is either c(e) or 0.

Example 2: No Nash s1s1 t1t1 t2t2 s2s2 all edges cost 1 a b c d

Example 2: No Nash s1s1 t1t1 t2t2 s2s2 We know that any NE must be a tree: WLOG assume the tree is a,b,c. all edges cost 1 a b c d

Example 2: No Nash s1s1 t1t1 t2t2 s2s2 We know that any NE must be a tree: WLOG assume the tree is a,b,c. Only player 1 can contribute to a. all edges cost 1 a b c d

Example 2: No Nash s1s1 t1t1 t2t2 s2s2 We know that any NE must be a tree: WLOG assume the tree is a,b,c. Only player 1 can contribute to a. Only player 2 can contribute to c. all edges cost 1 a b c d

Example 2: No Nash s1s1 t1t1 t2t2 s2s2 We know that any NE must be a tree: WLOG assume the tree is a,b,c. Only player 1 can contribute to a. Only player 2 can contribute to c. Neither player can contribute to b, since d is tempting deviation. all edges cost 1 a b c d

Evaluating Outcomes: The Price of Anarchy Traditional P. of A. = cost(worst NE) cost(OPT) Optimistic P. of A. = cost(best NE) cost(OPT) (Min cost Steiner forest) [Papadimitriou] [Roughgarden, Tardos] s 1 …s k t 1 …t k 1 k

Related Work Generalized Steiner tree [Goemans, Williamson;…] Centralized problem: connect pairs Cost sharing [Jain, Vazirani;…] Get players to pay for a tree Players don’t specify edge payment Price of Anarchy [Papadimitriou; Koutsoupias, P; Roughgarden, Tardos;…] Network creation game [Fabrikant, Luthra, Maneva, Papadimitriou, Shenker] Players always purchase 1 edge Players care about distances

Outline Introduction Definitions Two examples Optimistic price of anarchy Single source games General games (briefly) A few extensions

Single Source Games (s i = s for all i) Thm: In any single source game, there is always a NE that buys OPT. meaning 2 things… There is always a NE The Price of Anarchy is 1! Note: Existence result… we’ll be able to extend this to an approximation algorithm.

Simple Case: MST Players buy edge above them in OPT. Claim: This is a Nash Equilibrium. i unhappy => can build cheaper tree Typically we will have Steiner nodes. Who buys the edge above these? It’s easy if all nodes are terminals…

Attempting to Buy Edges Second node won’t pay more than 5 in total Both players must help buy top edge. 1) Can we get a single player to pay? 2) Can we split edge costs evenly?

Idea for Algorithm Pay for edges in OPT from the bottom up, greedily, as constrained by deviations. If we buy all edges, we’re done! e In both examples, players were limited by possible deviations.

Idea for Proof e If greedy doesn’t pay for e, we’ll try to show that the tree is not OPT. All players have poss. deviations. Deviations and current payments must be equal. If all players deviate, all connect, but pay less.

A Possible Pitfall Suppose greedy alg. can’t pay for e. e Further, suppose 1 & 2 share cost(e’) Consider 1 & 2 both deviating… Player 1 stops contributing to e’ Danger: 2 still needs this edge! e’

Safely Selecting Paths e Shouldn’t allow player 1 to deviate. If only 2 deviates, all players reach the source. Idea: should use the “highest” deviating paths first. e’

Safely Selecting Paths (cont’) e We may have to select multiple alternate paths. Remember: Not trying to find a NE, just a contradiction.

Recap If greedy doesn’t pay for some edge e, we can make cheaper tree. This is a contradiction! Therefore, the algorithm: Greedily buy edges from bottom up finds a NE that buys OPT. …but we may not have OPT on hand…

Single Source in Polytime Thm: For single source, can find a (1+ε)-approx. NE in polytime on an α-approx. Steiner tree. α = best Steiner tree approx. (1.55) ε > 0, running time depends on ε. Pf Sketch: Alg. basically the same… Since tree α-approx, might not be able to pay for all of an edge. If we can’t buy > ε of an edge, use deviations to build a cheaper tree.

Outline Introduction Definitions Two examples Optimistic price of anarchy Single source games General games (briefly) A few extensions

General Games (An Example of High PoA) Saw a game on a 4-cycle with no NE. If NE exist, is the best NE cheap? s1s1 t1t1 t2t2 s2s2 s 3 …s k t 3 …t k ε ε ε ε O(k) 1 OPT costs ~1, but it’s not a NE. The only NE costs O(k), so optimistic price of anarchy is almost k.

Result for General Games We know we might not have any NE, so we’re going to have to settle for approximate NE. How bad an approximation must we have if we insist on buying OPT? Thm: For any game, there exists a 3- approx. NE. that buys OPT.

Proof Idea Break tree up into chunks. Use optimality of tree to show that any player buying a single chunk has no incentive to deviate. Ensure that every chunk is paid for, and each player gets at most 3. ac b a c b c

Extensions Thm: For any game, we can find a (3 + ε)-approx. NE on a 2-approx to OPT in polytime. Result generalizes to game where player i has > 2 terminals to connect. Results for single source game extend to directed graphs. All results can handle addition of max(i), a price beyond which player i would rather not connect at all.