Ranking Games that have Competitiveness-based Strategies

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Ranking Games that have Competitiveness- based Strategies Leslie Goldberg, Paul Goldberg, Piotr Krysta and Carmine Ventre University of Liverpool

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Ranking Games that have Competitiveness-based Strategies. Leslie Goldberg, Paul Goldberg, Piotr Krysta and Carmine Ventre University of Liverpool. Ἐν ἀρχῇ ἦν ὁ ἀρρεψία Nash , καὶ ὁ ἀρρεψία Nash ἦν πρὸς τὸν οἰκονόμος. - PowerPoint PPT Presentation

Transcript of Ranking Games that have Competitiveness-based Strategies

Page 1: Ranking Games that have Competitiveness-based Strategies

Ranking Games that have Competitiveness-based Strategies

Leslie Goldberg, Paul Goldberg, Piotr Krysta and Carmine Ventre

University of Liverpool

Page 2: Ranking Games that have Competitiveness-based Strategies

Ἐν ἀρχῇ ἦν ὁ ἀρρεψία Nash, καὶ ὁ ἀρρεψία Nash ἦν πρὸς τὸν οἰκονόμος...

In the beginning was the Nash equilibrium, and the Nash equilibrium was with Economists…

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... but then in the summer of 2005... ...Daskalakis, Goldberg & Papadimitriou show

that computing NEs is “hard” (in terms of PPAD) for graphical games

Later, [DP, Chen & Deng] show “hardness” for 3-player games and CD show “hardness” for 2-player games!

Q: Is NE a “meaningful” concept? “If your laptop can't find it, neither can the market.”

Kamal Jain. A1: Define interesting classes of games (ie,

describing the world) for which it is A2: Compute efficiently approximate NEs

Page 4: Ranking Games that have Competitiveness-based Strategies

Ἐν ἀρχῇ ἦν ὁ ἀρρεψία Nash, καὶ ὁ ἀρρεψία Nash ἦν πρὸς τὸν οἰκονόμος, καὶ μπορείἀκμήν ἐγγίων ἀρρεψία καὶ / ή ἀξιόλογος ἀστροθετέω των ἄεθλος

In the beginning was the Nash equilibrium, and the Nash equilibrium was with Economists, and it may still be for approximate equilibria and/or an interesting class of games

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Every morning in Africa...... a Gazelle wakes up. It knows it must run faster than the fastest lion or it will be killed. Every morning a Lion wakes up. It knows it must outrun the slowest Gazelle or it will starve to death. It doesn't matter whether you are a Lion or a Gazelle... when the sun comes up, you'd better be running

0 mph

0 mph

25 mph 50 mph

25 mph

50 mph

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Ranking games

1st

2nd

1st

2nd

A1: Define interesting classes of games (describing the world) for which NE is “meaningful”

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Ranking games describe the world but NE is not “meaningful” for them (ie, these games are “hard”). [Brandt, Fischer, Harrenstein & Shoham, 2009]

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Competitiveness-based ranking games0 mph

0 mph

25 mph 50 mph

25 mph

50 mph

Increasing effort

Increasing effort

cost (effort)

return (speed)

Aside note: Returns allow compact representation of these games

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A1

A2

Our algorithmic results

# players # prizes # actions Result

return-symmetric games

O(1) O(1) any PTAS

any any O(1) PTAS

O(1) 1 any FPTAS

any any 2 Exact pure

tie-free games 2 2 any Exact

linear-prize games any # players any Exact

A (F)PTAS computes an Ɛ-NE in time polynomial in the input (and 1/Ɛ)

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1

2 4 6 8 10

3

5

7

9

Games without ties Return values are all different

E.g., no two players ranked first, Google page rank Algorithm to find NEs of any 2-player such game

1 wins

2 wins

1. The support of a NE is a prefix of the strategies available to a player

2. There is a polynomial number of possible supports3. It is well known that once having the support we can

efficiently solve a 2-player game (essentially LP)

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Games without ties (further results) Characterization of NEs for games with a single

prize: “One player has expected payoff positive, all the others have expected payoff 0.”

Games without ties and single prize can be solved in polytime given the knowledge of the support

Reduction to polymatrix games [DP09] when prizes are linear (rank j has a prize a-jb) Polymatrix games and thus linear-prize ranking games

are solvable in polytime [DP09]

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Return-symmetric games (RSGs) All players have n actions, all with the same return

while cost-per-action is player specific E.g., lion-gazelle game

Actions’ returns: all speeds in [0,50] mph Effort for speed s is animal/player-dependant

NEs of these games can be studied wlog* for our class of ranking games

cost2(r) = cost2(r’’)

r’ r’’

r

r’

r’’

r’ < r < r’’

r

r’

r’’

r’ r’’r

* A game with O(1) actions can be reduced to a game with a polynomial number of actions

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PTAS for RSGs with O(1) players 1. Round down each cost (normalized to [0,1]) to the nearest integer multiple of Ɛ

2. Eliminate dominated strategies

3. Brute force search for an Ɛ-NE of the reduced game using discretized probability vectors (prob’s are integer multiple of δ) (in time (k+1)(#players/δ))

1

n

1n

10

Ɛ=1/k, δ=Ɛ/(k+1) for k in NRegret of 3Ɛ

regret of Ɛ

regret of 2Ɛ

After step 2 each player has only k+1 strategies

polytime

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FPTAS for RSGs, O(1) players and single prize worth 1

j

1 j-1 j j+1 n

winsharelose

)(21

1221 jCostxx jji ij

Definition of Ɛ-NE:

1.x’s are probability distribution2.

0max

0...max111

11

12

11

11

jijij

jijij

x

xxx

01 ji ix11j

21j

11j

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FPTAS: left-to-right 21 , nn 2

111

21

11

21

11

21

11 ,,,,,,, xx 2

212

22

12

22

12

22

12 ,,,,,,, xx

2,3,5,,2,3,4,2,is a collection of vectors of admissibile values that are multiple of Ɛ,e.g.,

Discard : sequences whose first 8 values are different than last 8 values of previous sequences

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FPTAS: right-to-left

Output the x’s in

21

11

21

11

21

11

21

11 ,,,,,,, xx 2

212

22

12

22

12

22

12 ,,,,,,, xx

21 , nn …

Overall regret of

Ɛ

= O(1/Ɛ9) FPTAS

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Conclusions

Introduction of ranking games with competitiveness-based strategies Interesting games (describing real life) Encouraging initial positive results (wrt both A1, A2)

Work in progress: FPTAS works for many prizes Open problems

What is the hardness of these games? Related to the unknown hardness of anonymous games

Polytime algorithms for 2-player RSGs?