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Intrinsic Robustness of the Price of Anarchy
"... The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium ..."
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Cited by 30 (7 self)
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The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium. This drawback motivates the search for inefficiency bounds that apply more generally to weaker notions of equilibria, such as mixed Nash and correlated equilibria; or to sequences of outcomes generated by natural experimentation strategies, such as successive best responses or simultaneous regret-minimization. We prove a general and fundamental connection between the price of anarchy and its seemingly stronger relatives in classes of games with a sum objective. First, we identify a “canonical sufficient condition ” for an upper bound of the POA for pure Nash equilibria, which we call a smoothness argument. Second, we show that every bound derived via a smoothness argument extends automatically, with no quantitative degradation in the bound, to mixed Nash equilibria, correlated equilibria, and the average objective function value of regret-minimizing players (or “price of total anarchy”). Smoothness arguments also have automatic implications for the inefficiency of approximate and Bayesian-Nash equilibria and, under mild additional assumptions, for bicriteria bounds and for polynomial-length best-response sequences. We also identify classes of games — most notably, congestion games with cost functions restricted to an arbitrary fixed set — that are tight, in the sense that smoothness arguments are guaranteed to produce an optimal worst-case upper bound on the POA, even for the smallest set of interest (pure Nash equilibria). Byproducts of our proof of this result include the first tight bounds on the POA in congestion games with non-polynomial cost functions, and the first
Fast convergence to Wardrop equilibria by adaptive sampling methods
- in Proc. 38th Ann. ACM. Symp. on Theory of Comput. (STOC
, 2006
"... We study rerouting policies in a dynamic round-based variant of a well known game theoretic traffic model due to Wardrop. Previous analyses (mostly in the context of selfish routing) based on Wardrop’s model focus mostly on the static analysis of equilibria. In this paper, we ask the question whethe ..."
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Cited by 28 (6 self)
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We study rerouting policies in a dynamic round-based variant of a well known game theoretic traffic model due to Wardrop. Previous analyses (mostly in the context of selfish routing) based on Wardrop’s model focus mostly on the static analysis of equilibria. In this paper, we ask the question whether the population of agents responsible for routing the traffic can jointly compute or better learn a Wardrop equilibrium efficiently. The rerouting policies that we study are of the following kind. In each round, each agent samples an alternative routing path and compares the latency on this path with its current latency. If the agent observes that it can improve its latency then it switches with some probability depending on the possible improvement to the better path. We can show various positive results based on a rerouting policy using an adaptive sampling rule that implicitly amplifies paths that carry a large amount of traffic in the Wardrop equilibrium. For general asymmetric games, we show that a simple replication protocol in which agents adopt strategies of more successful agents reaches a certain kind of bicriteria equilibrium within a time bound that is independent of the size and the structure of the network but only depends on a parameter of the latency functions, that we call the relative slope. For symmetric games, this result has an intuitive interpretation: Replication approximately satisfies almost everyone very quickly. In order to achieve convergence to a Wardrop equilibrium besides replication one also needs an exploration component discovering possibly unused strategies. We present a
Distributed selfish load balancing
- In Proc. 17th Ann. ACM–SIAM Symp. on Discrete Algorithms (SODA
, 2006
"... Abstract. Suppose that a set of m tasks are to be shared as equally as possible amongst a set of n resources. A gametheoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent”, and require each agent to select a resource, with the cost of a resource being the n ..."
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Cited by 24 (2 self)
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Abstract. Suppose that a set of m tasks are to be shared as equally as possible amongst a set of n resources. A gametheoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent”, and require each agent to select a resource, with the cost of a resource being the number of agents to select it. Agents would then be expected to migrate from overloaded to underloaded resources, until the allocation becomes balanced. Recent work has studied the question of how this can take place within a distributed setting in which agents migrate selfishly without any centralized control. In this paper we discuss a natural protocol for the agents which combines the following desirable features: It can be implemented in a strongly distributed setting, uses no central control, and has good convergence properties. For m ≫ n, the system becomes approximately balanced (an ǫ-Nash equilibrium) in expected time O(log log m). We show using a martingale technique that the process converges to a perfectly balanced allocation in expected time O(log log m + n 4). We also give a lower bound of Ω(max{log log m, n}) for the convergence time. 1. Introduction. Suppose
Fast and Compact: A Simple Class of Congestion Games
- In Proc. of the 20th Nat. Conference on Artificial Intelligence (AAAI
, 2005
"... We study a simple, yet rich subclass of congestion games that we call singleton games. These games are exponentially more compact than general congestion games. In contrast with some other compact subclasses, we show tractability of many natural game-theoretic questions, such as finding a sample or ..."
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Cited by 21 (0 self)
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We study a simple, yet rich subclass of congestion games that we call singleton games. These games are exponentially more compact than general congestion games. In contrast with some other compact subclasses, we show tractability of many natural game-theoretic questions, such as finding a sample or optimal Nash equilibrium. For best- and better-response dynamics, we establish polynomial upper and lower bounds on the rate of convergence and present experimental results. We also consider a natural generalization of singleton games and show that many tractability results carry over.
Selfish Routing with Incomplete Information
- Theory of Computing Systems
"... In his seminal work, Harsanyi [19] introduced an elegant approach to study non-cooperative games with incomplete information. In our work, we use this approach to define a new selfish routing game with incomplete information that we call Bayesian routing game. Here, each of n selfish users wishes to ..."
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Cited by 20 (2 self)
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In his seminal work, Harsanyi [19] introduced an elegant approach to study non-cooperative games with incomplete information. In our work, we use this approach to define a new selfish routing game with incomplete information that we call Bayesian routing game. Here, each of n selfish users wishes to assign its traffic to one of m parallel links. However, users do not know each other’s traffic. Following Harsanyi’s approach, we introduce, for each user, a set of possible types. In our model, each type of a user corresponds to some traffic and the players ’ uncertainty about each other’s traffic is described by a probability distribution over all possible type profiles. We present a comprehensive collection of results about our Bayesian routing game. Our main findings are as follows: • Using a potential function, we prove that every Bayesian routing game has a pure Bayesian Nash equilibrium. More precisely, we show this existence for a more general class of games that we call weighted Bayesian congestion games. For Bayesian routing games with identical links and independent type
Symmetries and the Complexity of Pure Nash Equilibrium
, 2006
"... Strategic games may exhibit symmetries in a variety of ways. A common aspect of symmetry, enabling the compact representation of games even when the number of players is unbounded, is that players cannot (or need not) distinguish between the other players. We define four classes of symmetric games b ..."
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Cited by 16 (3 self)
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Strategic games may exhibit symmetries in a variety of ways. A common aspect of symmetry, enabling the compact representation of games even when the number of players is unbounded, is that players cannot (or need not) distinguish between the other players. We define four classes of symmetric games by considering two additional properties: identical payoff functions for all players and the ability to distinguish oneself from the other players. Based on these varying notions of symmetry, we investigate the computational complexity of pure Nash equilibria. It turns out that in all four classes of games equilibria can be found efficiently when only a constant number of actions is available to each player, a problem that has been shown intractable for other succinct representations of multi-player games. We further show that identical payoff functions simplify the search for equilibria, while a growing number of actions renders it intractable. Finally, we show that our results extend to wider classes of threshold symmetric games where players are unable to determine the exact number of players playing a certain action.
The complexity of game dynamics: Bgp oscillations, sink equilibria, and beyond
- In SODA ’08: Proceedings of the nineteenth annual ACM-SIAM symposium on Discrete algorithms
, 2008
"... We settle the complexity of a well-known problem in networking by establishing that it is PSPACE-complete to tell whether a system of path preferences in the BGP protocol [25] can lead to oscillatory behavior; one key insight is that the BGP oscillation question is in fact one about Nash dynamics. W ..."
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Cited by 14 (3 self)
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We settle the complexity of a well-known problem in networking by establishing that it is PSPACE-complete to tell whether a system of path preferences in the BGP protocol [25] can lead to oscillatory behavior; one key insight is that the BGP oscillation question is in fact one about Nash dynamics. We show that the concept of sink equilibria proposed recently in [11] is also PSPACE-complete to analyze and approximate for graphical games. Finally, we propose a new equilibrium concept inspired by game dynamics, unit recall equilibria, which we show to be close to universal (exists with high probability in a random game) and algorithmically promising. We also give a relaxation thereof, called componentwise unit recall equilibria, which we show to be both tractable and universal (guaranteed to exist in every game).
On the Complexity of Pure-Strategy Nash Equilibria in Congestion and Local-Effect Games
- In Proc. of the 2nd Int. Workshop on Internet and Network Economics (WINE
, 2006
"... doi 10.1287/moor.1080.0322 ..."
Symmetry in Network Congestion Games: Pure Equilibria and Anarchy Cost
- In Proc. of the 3rd Workshop on Approximation and Online Algorithms (WAOA ’05
, 2005
"... Abstract. We study computational and coordination efficiency issues of Nash equilibria in symmetric network congestion games. We first propose a simple and natural greedy method that computes a pure Nash equilibrium with respect to traffic congestion in a network. In this algorithm each user plays o ..."
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Cited by 12 (6 self)
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Abstract. We study computational and coordination efficiency issues of Nash equilibria in symmetric network congestion games. We first propose a simple and natural greedy method that computes a pure Nash equilibrium with respect to traffic congestion in a network. In this algorithm each user plays only once and allocates her traffic to a path selected via a shortest path computation. We then show that this algorithm works for series-parallel networks when users are identical or when users are of varying demands but have the same best response strategy for any initial network traffic. We also give constructions where the algorithm fails if either the above condition is violated (even for series-parallel networks) or the network is not series-parallel (even for identical users). Thus, we essentially indicate the limits of the applicability of this greedy approach. We also study the price of anarchy for the objective of maximum latency. We prove that for any network of m uniformly related links and log m for identical users, the price of anarchy is Θ( 1
Network formation games and the potential function method
- Algorithmic Game Theory, chapter 19
, 2007
"... Large computer networks such as the Internet are built, operated, and used by a large number of diverse and competitive entities. In light of these competing forces, it is surprising how efficient these networks are. An exciting challenge in the area of algorithmic game theory is to understand the s ..."
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Cited by 11 (1 self)
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Large computer networks such as the Internet are built, operated, and used by a large number of diverse and competitive entities. In light of these competing forces, it is surprising how efficient these networks are. An exciting challenge in the area of algorithmic game theory is to understand the success of these networks in game theoretic terms: what principles of interaction lead selfish participants to form such efficient networks? In this chapter we present a number of network formation games. We focus on simple games that have been analyzed in terms of the efficiency loss that results from selfishness. We also highlight a fundamental technique used in analyzing inefficiency in many games: the potential function method. The design and operation of many large computer networks, such as the Internet, are carried out by a large number of independent service providers (Autonomous Systems), all of whom seek to selfishly optimize the quality and cost of their own operation. Game theory provides a natural framework for modeling such selfish interests and

