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Payoff Based Dynamics for Multi-Player Weakly Acyclic Games
- SIAM JOURNAL ON CONTROL AND OPTIMIZATION, SPECIAL ISSUE ON CONTROL AND OPTIMIZATION IN COOPERATIVE NETWORKS
, 2007
"... We consider repeated multi-player games in which players repeatedly and simultaneously choose strategies from a finite set of available strategies according to some strategy adjustment process. We focus on the specific class of weakly acyclic games, which is particularly relevant for multi-agent coo ..."
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Cited by 6 (4 self)
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We consider repeated multi-player games in which players repeatedly and simultaneously choose strategies from a finite set of available strategies according to some strategy adjustment process. We focus on the specific class of weakly acyclic games, which is particularly relevant for multi-agent cooperative control problems. A strategy adjustment process determines how players select their strategies at any stage as a function of the information gathered over previous stages. Of particular interest are “payoff based ” processes, in which at any stage, players only know their own actions and (noise corrupted) payoffs from previous stages. In particular, players do not know the actions taken by other players and do not know the structural form of payoff functions. We introduce three different payoff based processes for increasingly general scenarios and prove that after a sufficiently large number of stages, player actions constitute a Nash equilibrium at any stage with arbitrarily high probability. We also show how to modify player utility functions through tolls and incentives in so-called congestion games, a special class of weakly acyclic games, to guarantee that a centralized objective can be realized as a Nash equilibrium. We illustrate the methods with a simulation of distributed routing over a network.
Distributed Welfare Games
"... We consider a variation of the resource allocation problem. In the traditional problem, there is a global planner who would like to assign a set of players to a set of resources so as to maximize welfare. We consider the situation where the global planner does not have the authority to assign player ..."
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Cited by 4 (2 self)
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We consider a variation of the resource allocation problem. In the traditional problem, there is a global planner who would like to assign a set of players to a set of resources so as to maximize welfare. We consider the situation where the global planner does not have the authority to assign players to resources; rather, players are self-interested. The question that emerges is how can the global planner entice the players to settle on a desirable allocation with respect to the global welfare? To study this question, we focus on a class of games that we refer to as distributed welfare games. Within this context, we investigate how the global planner should distribute the welfare to the players. We measure the efficacy of a distribution rule in two ways: (i) Does a pure Nash equilibrium exist? (ii) How does the welfare associated with a pure Nash equilibrium compare to the global welfare associated with the optimal allocation? In this paper we explore the applicability of cost sharing methodologies for distributing welfare in such resource allocation problems. We demonstrate that obtaining desirable distribution rules, such as distribution rules that are budget balanced and guarantee the existence of a pure Nash equilibrium, often comes at a significant informational and computational cost. In light of this, we derive a systematic procedure for designing desirable distribution rules with a minimal informational and computational cost for a special class of distributed welfare games. Furthermore, we derive a bound on the price of anarchy for distributed welfare games in a variety of settings. Lastly, we highlight the implications of these results using the problem of sensor coverage.
An Architectural View of Game Theoretic Control
"... Game-theoretic control is a promising new approach for distributed resource allocation. In this paper, we describe how game-theoretic control can be viewed as having an intrinsic layered architecture, which provides a modularization that simplifies the control design. We illustrate this architectura ..."
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Cited by 4 (4 self)
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Game-theoretic control is a promising new approach for distributed resource allocation. In this paper, we describe how game-theoretic control can be viewed as having an intrinsic layered architecture, which provides a modularization that simplifies the control design. We illustrate this architectural view by presenting details about one particular instantiation using potential games as an interface. This example serves to highlight the strengths and limitations of the proposed architecture while also illustrating the relationship between game-theoretic control and other existing approaches to distributed resource allocation. 1.
Multiagent Learning in Large Anonymous Games
"... In large systems, it is important for agents to learn to act effectively, but sophisticated multi-agent learning algorithms generally do not scale. An alternative approach is to find restricted classes of games where simple, efficient algorithms converge. It is shown that stage learning efficiently ..."
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Cited by 1 (0 self)
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In large systems, it is important for agents to learn to act effectively, but sophisticated multi-agent learning algorithms generally do not scale. An alternative approach is to find restricted classes of games where simple, efficient algorithms converge. It is shown that stage learning efficiently converges to Nash equilibria in large anonymous games if bestreply dynamics converge. Two features are identified that improve convergence. First, rather than making learning more difficult, more agents are actually beneficial in many settings. Second, providing agents with statistical information about the behavior of others can significantly reduce the number of observations needed.
Regret Matching with Finite Memory
, 2010
"... We consider the regret matching process with finite memory. For general games in normal form, it is shown that any recurrent class of the dynamics must be such that the action profiles that appear in it constitute a closed set under the “same or better reply” correspondence (CUSOBR set) that does no ..."
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We consider the regret matching process with finite memory. For general games in normal form, it is shown that any recurrent class of the dynamics must be such that the action profiles that appear in it constitute a closed set under the “same or better reply” correspondence (CUSOBR set) that does not contain a smaller product set that is closed under “same or better replies,” i.e., a smaller PCUSOBR set. Two characterizations of the recurrent classes are offered. First, for the class of weakly acyclic games under better replies, each recurrent class is monomorphic and corresponds to each pure Nash equilibrium. Second, for a modified process with random sampling, if the sample size is sufficiently small with respect to the memory bound, the recurrent classes consist of action profiles that are minimal PCUSOBR sets. Our results are used in a robust example that shows that the limiting empirical distribution of play can be arbitrarily far from correlated equilibria for any large but finite choice of the memory bound.
Distributed Selfish Load Balancing on Networks
"... We study distributed load balancing in networks with selfish agents. In the simplest model considered here, there are n identical machines represented by vertices in a network and m ≫ n selfish agents that unilaterally decide to move from one vetex to another if this improves their experienced load. ..."
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We study distributed load balancing in networks with selfish agents. In the simplest model considered here, there are n identical machines represented by vertices in a network and m ≫ n selfish agents that unilaterally decide to move from one vetex to another if this improves their experienced load. We present several protocols for concurrent migration that satisfy desirable properties such as being based only on local information and computation and the absence of global coordination or cooperation of agents. Our main contribution is to show rapid convergence of the resulting migration process to states that satisfy different stability or balance criteria. In particular, the convergence time to a Nash equilibrium is only logarithmic in m and polynomial in n, where the polynomial depends on the graph structure. Using a slight modification with neutral moves, a perfectly balanced state can be reached after additional time polynomial in n. Inaddition, we show reduced convergence times to approximate Nash equilibria. Finally, we extend our results to networks of machines with different speeds or to agents that have different weights and show similar results for convergence to approximate and exact Nash equilibria. 1

