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Flows and Decompositions of Games: Harmonic and Potential Games
"... In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, harmonic and nonstrategic components. We analyze na ..."
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In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, harmonic and nonstrategic components. We analyze natural classes of games that are induced by this decomposition, and in particular, focus on games with no harmonic component and games with no potential component. We show that the first class corresponds to the well-known potential games. We refer to the second class of games as harmonic games, and study the structural and equilibrium properties of this new class of games. Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents the conflicts between the interests of the players. We make this intuition precise, by studying the properties of these two classes, and show that indeed they have quite distinct and remarkable characteristics. For instance, while finite potential games always have pure Nash equilibria, harmonic games generically never do. Moreover, we show that the nonstrategic component does not affect the
Computing and Math. Sciences
, 2011
"... Abstract—We consider the problem of designing the distribution rule used to share “welfare ” (cost or revenue) among individually strategic agents. There are many distribution rules known to guarantee the existence of a (pure Nash) equilibrium in this setting, e.g., the Shapley value and its weighte ..."
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Abstract—We consider the problem of designing the distribution rule used to share “welfare ” (cost or revenue) among individually strategic agents. There are many distribution rules known to guarantee the existence of a (pure Nash) equilibrium in this setting, e.g., the Shapley value and its weighted variants; however a characterization of the space of distribution rules that yield the existence of a Nash equilibrium is unknown. Our work provides a step towards such a characterization. We prove that when the welfare function is strictly submodular, a budgetbalanced distribution rule guarantees equilibrium existence for all games (i.e., all possible sets of resources, agent action sets, etc.) if and only if it is a weighted Shapley value. I.
1 Achieving Pareto Optimality Through Distributed Learning
"... We propose a simple payoff-based learning rule that is completely decentralized, and that leads to an efficient configuration of actions in any n-person finite strategic-form game with generic payoffs. The algorithm follows the theme of exploration versus exploitation and is hence stochastic in natu ..."
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We propose a simple payoff-based learning rule that is completely decentralized, and that leads to an efficient configuration of actions in any n-person finite strategic-form game with generic payoffs. The algorithm follows the theme of exploration versus exploitation and is hence stochastic in nature. We prove that if all agents adhere to this algorithm, then the agents will select the action profile that maximizes the sum of the agents ’ payoffs a high percentage of time. The algorithm requires no communication. Agents respond solely to changes in their own realized payoffs, which are affected by the actions of other agents in the system in ways that they do not necessarily understand. The method can be applied to the optimization of complex systems with many distributed components, such as the routing of information in networks and the design and control of wind farms. The proof of the proposed learning algorithm relies on the theory of large deviations for perturbed Markov chains. I.
Overcoming the Limitations of Utility Design for Multiagent Systems
, 2011
"... Cooperative control focuses on deriving desirable collective behavior in multiagent systems through the design of local control algorithms. Game theory is beginning to emerge as a valuable set of tools for achieving this objective. A central component of this game theoretic approach is the assignmen ..."
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Cooperative control focuses on deriving desirable collective behavior in multiagent systems through the design of local control algorithms. Game theory is beginning to emerge as a valuable set of tools for achieving this objective. A central component of this game theoretic approach is the assignment of utility functions to the individual agents. Here, the goal is to assign utility functions within an “admissible” design space such that the resulting game possesses desirable properties. Our first set of results illustrates the complexity associated with such a task. In particular, we prove that if we restrict the class of utility functions to be local, scalable, and budget-balanced then (i) ensuring that the resulting game possesses a pure Nash equilibrium requires computing a Shapley value, which can be computationally prohibitive for large-scale systems, and (ii) ensuring that the allocation which optimizes the system level objective is a pure Nash equilibrium is impossible. The last part of this paper demonstrates that both limitations can be overcome by introducing an underlying state space into the potential game structure.

