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Connections between Learning Theory, Game Theory, and Optimization Maria Florina (Nina) Balcan Lecture 14, October 7 th 2010
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Improved Equilibria via Public Service Advertising
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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.
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G Fair cost-sharing Fair cost-sharing: n players in weighted directed graph G. Player i wants to get from s i to t i, and they share cost of edges they use with others.
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Fair cost-sharing s t 1n Player i wants to get from s i to t i. All players share cost of edges they use with others. n players in directed graph G, each edge e costs c e. Good equilibrium: all use edge of cost 1. (paying 1/n each) Bad equilibrium: all use edge of cost n. (paying 1 each) Each player wants to minimize his own cost.
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Inefficiency of equilibria, PoA and PoS Price of Stability (PoS): ratio of best Nash equilibrium to OPT. Price of Anarchy (PoA): ratio of worst Nash equilibrium to OPT. Significant effort spent on understanding these in CS. [Koutsoupias-Papadimitriou’99] [Anshelevich et. al, 2004] E.g., for fair cost-sharing, PoS is log(n), whereas PoA is n. “Algorithmic Game Theory”, Nisan, Roughgarden, Tardos, Vazirani
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Fair Cost Sharing Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e. PoA is n; PoS is log(n). s t 1n PoA is O(n):in any Nash no player pays more than OPT s t 1n PoA is (n):
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Fair Cost Sharing … 1 1/21/n-1 s1s1 snsn t 000 1+ ² PoA is n; PoS is log(n). PoS is (log(n)): 1/n 0 0 Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e.
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Fair Cost Sharing … 1 1/21/n-1 s1s1 snsn t 000 1+ ² PoA is n; PoS is log(n). PoS is (log(n)): 1/n 0 0 Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e.
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Fair Cost Sharing t PoS is (log(n)): potential function argument Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e. PoA is n; PoS is log(n).
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Fair Cost Sharing t where Social cost of is Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e.
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Fair Cost Sharing t where Social cost of is Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e. A player moves, change in player’s cost = change in potential Proof: player i moves, get from S to S’; let A be the edges in S but not in S’, and B the edges in S’ but not in S. Its change in cost: Change in the potential
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Fair Cost Sharing t where Social cost of is Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e.
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Fair Cost Sharing PoS is (log(n)): potential function argument The potential does not increase & reach a pure Nash of cost · H(n) ¢ OPT. Iterate best-response dynamics starting from an optimal solution [i.e, while there is a player that can improve, pick an arbitrary such player and let him to best response]. Player i wants to get from s i to t i, and minimize its cost. all players share cost of edges they use with others. n players in directed graph G, each edge e costs c e. Potential always decreases, finite # of states, so reach a pure Nash.
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Congestion games more generally Game defined by n players and m resources. Cost of a resource j is a function f j (n j ) of the number n j of players using it. Each player i chooses a set of resources (e.g., a path) from collection S i of allowable sets of resources (e.g., paths from s i to t i ). Cost incurred by player i is the sum, over all resources being used, of the cost of the resource. Generic potential function: Best-response dynamics always gives an equilibrium.
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Congestion games more generally Always have a pure-strategy equilibrium. Have a potential function s.t. whenever a player switches, potential drops by exactly that player’s improvement. Nice general class of games with many players. –Best-response dynamics always gives an equilibrium. But maybe a large gap between the quality of the best and the worst equilibrium. Lots of work on understanding properties of these games and quality of their equilibria.
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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.
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Guiding from Bad to Good Standard motivation for PoS: If a central authority could suggest a low-cost Nash (ride public transit), and everyone followed the suggestion, then this would be stable. Price of Anarchy (PoA): ratio of worst Nash equilibrium to OPT. Price of Stability (PoS): ratio of best Nash equilibrium to OPT. Can a helpful authority encourage (guide) behavior to move from a bad state to a good state?
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What if only some fraction will pay attention? Can the authority guide behavior to a good state? Will it just snap back? How does this depend on ? Guiding from Bad to Good [Balcan-Blum-Mansour, SODA 2009]
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Main Model 1.Authority launches advertising, proposing joint action s ad. 0. n players initially playing some arbitrary equilibrium. … 1 111 s1s1 snsn t 000 k
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Main Model 1.Authority launches advertising, proposing joint action s ad. Each player i follows with probability . Call players that follow receptive players 0. n players initially playing some arbitrary equilibrium. … 1 111 s1s1 snsn t 000 k
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Main Model 1.Authority launches advertising, proposing joint action s ad. 2.Remaining (non-receptive) players fall to some arbitrary equilibrium for themselves, given play of receptive players. 3.All players follow best-response dynamics to an overall Nash equilibrium. potential games, pure Nash eqs. Each player i follows with probability . Call players that follow receptive players Notes: social cost: 0. n players initially playing some arbitrary equilibrium.
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Main Results If only a constant fraction of the players follow the advice, then we can still get within O(1/ ) of the PoS. Extend to cost-sharing + linear delays. (PoS = log(n), PoA = n) (PoS = 1, PoA = (n 2 )) Threshold behavior: for > ½, can get ratio O(1), but for < ½, ratio stays (n 2 ). (assume degrees (log n)).
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Fair Cost Sharing … 1 111 s1s1 snsn t 000 k Note: this is best you can hope for. E.g., k =2 n. If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n)
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Fair Cost Sharing If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) Advertiser proposes OPT (any apx also works) random vars Phase 1:
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Fair Cost Sharing - Moreover, this option is guaranteed to be at least as good as if other NR players didn’t exist. If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) - In any NE a non-receptive player i, can’t improve by switching to his path P i OPT in OPT. Cost of non-receptive players at the end of Phase 2
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Fair Cost Sharing If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) - In any NE a non-receptive player i, can’t improve by switching to his path P i OPT in OPT. Cost of non-receptive players at the end of Phase 2
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Fair Cost Sharing If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) - In any NE a non-receptive player i, can’t improve by switching to his path P i OPT in OPT. Cost of non-receptive players at the end of Phase 2 - Calculate total cost of these guaranteed options. Rearrange sum...
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Fair Cost Sharing If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) Cost of non-receptive players at the end of Phase 2 Cost of receptive players at the end of Phase 2
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Fair Cost Sharing If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) Cost of non-receptive players at the end of Phase 2 Use: X ~ Bi(n,p) Cost of receptive players at the end of Phase 2
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Fair Cost Sharing If only a constant fraction of the players follow the advice, then we get within O(1/ ) of the PoS. (PoS = log(n), PoA = n) Expected total cost at the end of Phase 2: O(OPT/ ). In Phase 3, potential argument shows behavior cannot get worse by more than an additional log(n) factor.
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Cost Sharing, Extension - Still get same guarantee, but proof is trickier + linear delays: Problem: can’t argue as if remaining NR players didn’t exist since they add to delays
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Cost Sharing, Extension - Still get same guarantee, but proof is trickier - Shadow game wrt non-receptieve players: pure linear latency fns. Offset defined by equilib. at end of phase 2. # users on e at end of phase 2 - This game has good PoA (5/2). + linear delays:
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Cost Sharing, Extension - Still get same guarantee, but proof is trickier - Shadow game: pure linear latency fns - Behavior of NR at end of phase 2 is equilib for this game too. - Show Cost of the of nonreceptive players at the end of step 2: O(OPT/ ). + linear delays:
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Cost Sharing, Extension - Still get same guarantee, but proof is trickier Need to still argue about the cost of the receptive players. Edge by edge charging: - more receptive players, loose a factor of two compared to OPT - more non-receptive players, already paid for, loose a factor of two Cost of the of nonreceptive players at the end of step 2: O(OPT/ ). + linear delays:
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Party affiliation games Given graph G, each edge labeled + or -. Vertices have two actions: RED or BLUE. Pay 1 for each + edge with endpoints of different color, and each – edge with endpoints of same color. Special cases: + + + -- All + edges is consensus game. All – edges is cut-game.
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Party affiliation games OPT is an equilibrium so PoS = 1. But even for consensus games, PoA = (n 2 ) Clique with perfect matching removed all edges labeled plus
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Party affiliation games (PoS = 1, PoA = (n 2 )) - Threshold behavior: for > ½, can get ratio O(1), but for < ½, ratio stays (n 2 ). (assume degrees (log n)). - Same example as for consensus PoA, but sparser across cut. (lower bound) Degree ° n/8 across cut, ° =1/2- ®
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Party affiliation games (PoS = 1, PoA = (n 2 )) - Threshold behavior: for > ½, can get ratio O(1), but for < ½, ratio stays (n 2 ). (assume degrees (log n)). - Same example as for consensus PoA, but sparser across cut. For large n, whp all nodes have at most a 1/2- ° /2 fraction on neighbs in R Initially, each node has a ° /4 fraction on nodes of the other color. So, players “locked” into place Degree ° n/8 across cut, ° =1/2- ® (lower bound)
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Party affiliation games (upper bound, consensus games) - Advertising strategy = follow OPT, e.g. all red. - By Hoeffding, all nodes with degree log n/( ® -1/2) 2 have more than half of their neighbors in the set R, with prob. 1-1/n. - At the end of step two, all nodes are red. (PoS = 1, PoA = (n 2 )) - Threshold behavior: for > ½, can get ratio O(1), but for < ½, ratio stays (n 2 ). (assume degrees (log n)). Note: for general cut games, OPT might not have zero cost for each player.
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Party affiliation games - Split nodes into those incurring low-cost vs those incurring high-cost under OPT. (upper bound, general party affiliation games) - Advertising strategy = follow OPT. - Show that low-cost will switch to behavior in OPT. For high-cost, don’t care. - Cost only improves in final best-response process. (PoS = 1, PoA = (n 2 )) - Threshold behavior: for > ½, can get ratio O(1), but for < ½, ratio stays (n 2 ). (assume degrees (log n)).
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Party affiliation games S is a ¯ -dominating if every vertex not in S has more than a ½+ ¯ fraction of neighbs in S. If ® > ½+2 ¯, then set R of receptive players is ¯ -dominating whp (PoS = 1, PoA = (n 2 )) - Threshold behavior: for > ½, can get ratio O(1), but for < ½, ratio stays (n 2 ). (assume degrees (log n)). Split nodes into those incurring low-cost (less than a ¯ -fraction of incident edges incur a cost in OPT) vs those incurring high- cost under OPT. Low-cost will switch to behavior in OPT. For high-cost, can only incur a cost of only 1/ ¯ more their cost in OPT. (upper bound, general party affiliation games)
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Summary Analyze ability of a central authority to guide behavior to a good equilibrium even if only ® fraction of players are paying attention.
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Influencing Dynamics Play Best Response Play the Advertised Behavior Each player has a few abstract actions. Expert 1Expert 2 Uses a learning, experts based alg. to decide which one to use A more adaptive model [Balcan Blum Mansour, ICS 2010] [no rigid separation between receptive vs non-receptive players]
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Open Questions Get around problem of natural dynamics converging to poor equilibrium without central authority by giving players more information about the game?
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