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Page 1: Introduction 1 TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: AAA A.

Introduction

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Introduction to Game Theory Examples Matrix form Games Utility Solution concepts

Dominant Strategies Nash Equilibria

Complexity Mechanism Design: reverse game theory

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The study of Game Theory in the context of Computer Science, in order to reason about problems from the perspective of computability and algorithm design.

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Computing involves many different selfish entities. Thus involves game theory.

The Internet, Intranet, etc.◦ Many players (end-users, ISVs, Infrastructure

Providers)◦ Players wish to maximize their own benefit and

act accordingly◦ The trick is to design a system where it’s

beneficial for the player to follow the rules

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Theory◦ Algorithm design◦ Complexity◦ Quality of game states (Equilibrium states in

particular)◦ Study of dynamics

Industry◦ Sponsored search ◦ Other auctions

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Rational Player◦ Prioritizes possible actions according to utility or

cost◦ Strives to maximize utility or to minimize cost

Competitive Environment◦ More than one player at the same time

Game Theory analyzes how rational players behave in competitive

environments

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Matrix representation of the game

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Thieves honor

Defect

Thieves honor

3,3 6,2

Defect 2,6 5,5

Row Player Column Player

2 < 3

5 < 6

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It is a dominant strategy to confess A dominant strategy is a “solution concept”

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Thieves honor

Defect

Thieves honor

3,3 6,2

Defect 2,6 5,5

6,10

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Internet Service Providers (ISP) often share their physical networks for free

In some cases an ISP can either choose to route traffic in its own network or via a partner network

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ISP 1 needs to route traffic from s1 to t1

ISP 2 needs to route traffic from s2 to t2

The cost of routing along each edge is one

10

A B

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ISP1 routes via B:◦Cost for ISP1: 1◦Cost for ISP2: 4

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Cost matrix for the game:

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A B

A 3,3 6,2

B 2,6 5,5ISP 1

ISP 2

B,A: s1 to t1B,A: s2 to t2

Prisoners Dilemma Again

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The game consists of only one ‘turn’

All the players play simultaneously and are unaware of what the other players do

Players are selfish, seek to maximize their own benefit

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N = {1,…,n} players Player i has actions We will say “action” or “strategy” The space of all possible action vectors is

A joint action is the vector a∈A Player i has a utility function If utility is negative we may call it cost

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A strategic game:

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Players

Actions of each player

Utility of each player

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Action ai of player i is a weakly dominant strategy if:

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Action ai of player i is a strongly dominant strategy if:

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An outcome a of a game is Pareto optimal if for every other outcome b, some player will lose by changing to b

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Vilfredo Pareto

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St. Petersburg Paradox:◦ Toss a coin until tails, I pay

you

◦ What will you pay me to play?

18“Utility of Money”, “Bernulli Utility”

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Completeness:Transitivity:Continuity:

Independence:

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Preferences over lotteries

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Utility function overlotteries, real valued,

expected utility maximization

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Gamble A: 100% € 1,000,000Gamble B: 10% € 5,000,000

89% € 1,000,000 1% Nothing

Gamble C: 11% € 1,000,000 89% NothingGamble D: 10% € 5,000,000 90% Nothing

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Gamble A or B?

Gamble C or D?

Experimental ”Fact”:

Experimental “Fact”:

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Gamble A: 100% € 1,000,000Gamble B: 10% € 5,000,000

89% € 1,000,000 1% Nothing

Gamble C: 11% € 1,000,000 89% NothingGamble D: 10% € 5,000,000 90% Nothing

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“Fact”:

“Fact”:

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VNM Axioms Expected Utility MaximizationMixed Nash Equilibrium exists

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Assume there’s a shared resource (network bandwidth) and N players.

Each player “uses” the common resource, by choosing Xi from [0,1].

If

Otherwise,

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Given that the otherplayers are fixed, whatIs the best response?

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This is an equilibriumNo player can improve

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The case for Privatization or central control of commons

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A Nash Equilibrium is an outcome of the game in which no player can improve its utility alone:

Alternative definition: every player’s action is a best response:

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The payoff matrix:

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The payoff matrix:

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Row player has no incentive to

move up

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The payoff matrix:

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Column player has no

incentive to move left

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The payoff matrix:

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So this is an Equilibrium state

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The payoff matrix:

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Same thing here

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2 players need to send a packet from point O to the network.

They can send it via A (costs 1) or B (costs 2)

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The cost matrix:

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The cost matrix:

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Equilibrium states

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2 players, each chooses Head or Tail Row player wins if they match the column

player wins if they don’t Utility matrix:

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2 players, each chooses Head or Tail Row player wins if they match the column

player wins if they don’t Utility matrix:

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Row player is fine, but Column player wants to move left

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2 players, each chooses Head or Tail Row player wins if they match the column

player wins if they don’t Utility matrix:

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Column player is fine, but Row

player wants to move up

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2 players, each chooses Head or Tail Row player wins if they match the column

player wins if they don’t Utility matrix:

40

Row player is fine, but Column player

wants to move right

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2 players, each chooses Head or Tail Row player wins if they match the column

player wins if they don’t Utility matrix:

41

Column player is fine, but Row player wants

to move down

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2 players, each chooses Head or Tail Row player wins if they match the column

player wins if they don’t Utility matrix:

No equilibrium state!

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Players do not choose a pure strategy (one specific strategy)

Players choose a distribution over their possible pure strategies

For example: with probability p choose Heads, and with probability 1-p choose Tails

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Row player chooses Heads with probability p and Tails with probability 1-p

Column player chooses Heads with probability q and Tails with probability 1-q

Row plays Heads: Row plays Tails:

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Each player selects where is the set of all possible distributions over Ai

An outcome of the game is the Joint Mixed Strategy

An outcome of the game is a Mixed Nash Equilibrium if for every player

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2nd definition of Mixed Nash Equilibrium:

Definition:

Definition:

Property of Mixed Nash Equilibrium:

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No pure strategy Nash Equilibrium, only Mixed Nash Equilibrium, for mixed strategy (1/3, 1/3, 1/3) .

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N ice cream vendors are spread on the beach

Assume that the beach is the line [0,1] Each vendor chooses a location Xi, which

affects its utility (sales volume). The utility for player i :

X0 = 0, Xn+1 = 1

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For N=2 we have a pure Nash Equilibrium:

No player wants to move since it will lose space

For N=3 no pure Nash Equilibrium:

The player in the middle always wants to move to improve its utility

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0 11/2

0 11/2

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If instead of a line we will assume a circle, we will always have a pure Nash Equilibrium where every player is evenly distanced from each other:

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http://martin.zinkevich.org/lemonade/ http://tech.groups.yahoo.com/group/

lemonadegame/

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N companies are producing the same product

Company I needs to choose its production volume, xi ≥ 0

The price is determined based on the overall production volume,

Each company has a production cost: The utility of company i is:

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Case 1: Linear price, no production cost

◦ Utility:

◦ Pure Nash Equilibrium is reached at:

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Case 2: Harmonic price, no production cost

◦ Company i’s utility:

◦ Companies have incentive to produce as much as they can – no pure or mixed Nash Equilibrium

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n players wants to buy a single item which is on sale

Each player has a valuation for the product, Assume WLOG that Each player submits its bid, , all players

submit simultaneously.

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Case 1: First price auction◦ The player with the highest bid wins◦ The price equals the bid◦ 1st Equilibrium is:

The first player needs to know the valuation of the second player – not practical

◦ 2nd Equilibrium is:

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Case 2: Second price auction: Vickrey Auction◦ The player with the highest bid wins◦ The price equals the second highest bid

No incentive to bid higher than one’s valuation - a player’s utility when it bids its valuation is at least as high than when it bids any other value

This mechanism encourages players to bid truthfully Mechanism Design: reverse game theory –

set up a game so that the equilibria has a desired property

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pureNash

mixed Nash

correlated eq

no regret

best-responsedynamics

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a directed graph G = (V,E) k source-destination pairs (s1 ,t1), …,

(sk ,tk) a rate (amount) ri of traffic from si to ti

for each edge e, a cost function ce(•)◦ assumed nonnegative, continuous,

nondecreasing

s1 t1

c(x)=x Flow = ½

Flow = ½c(x)=1

Example: (k,r=1)

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Traffic and Flows: fP = amount of traffic routed on si-ti path

P flow vector f routing of traffic

Selfish routing: what are the equilibria?

s t

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Some assumptions: agents small relative to network (nonatomic

game) want to minimize cost of their path

Def: A flow is at Nash equilibrium (or is a Nash flow) if all flow is routed on min-cost paths [given current edge congestion]

xs t

1Flow = .5

Flow = .5

s t1

Flow = 0

Flow = 1x

Example:

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model, defn of Nash flows by [Wardrop 52]

Nash flows exist, are (essentially) unique◦ due to [Beckmann et al. 56]◦ general nonatomic games: [Schmeidler 73]

congestion game (payoffs fn of # of players)◦ defined for atomic games by [Rosenthal 73]◦ previous focus: Nash eq in pure strategies exist

potential game (equilibria as optima)◦ defined by [Monderer/Shapley 96]

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Def: the cost C(f) of flow f = sum of all costs incurred by traffic (avg cost × traffic rate)

s t

x

1

½

½

Cost = ½•½ +½•1 = ¾

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Def: the cost C(f) of flow f = sum of all costs incurred by traffic (avg cost × traffic rate)

Formally: if cP(f) = sum of costs of edges of P (w.r.t. the flow f), then:

C(f) = P fP • cP(f)

s ts t

x

1

½

½

Cost = ½•½ +½•1 = ¾

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Note: Nash flows do not minimize the cost observed informally by [Pigou 1920]

Cost of Nash flow = 1•1 + 0•1 = 1 Cost of optimal (min-cost) flow = ½•½ +½•1

= ¾ Price of anarchy := Nash/OPT ratio = 4/3

s t

x

10

1 ½

½

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Initial Network:

s tx 1

½

x1½

½

½

cost = 1.5

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67

Initial Network: Augmented Network:

s tx 1

½

x1½

½

½

cost = 1.5

s tx 1

½

x1½

½

½0

Now what?

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68

Initial Network: Augmented Network:

s tx 1

½

x1½

½

½

cost = 1.5 cost = 2

s t

x 1

x10

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69

Initial Network: Augmented Network:

All traffic incurs more cost! [Braess 68]

see also [Cohen/Horowitz 91], [Roughgarden 01]

s tx 1

½

x1½

½

½

cost = 1.5 cost = 2

s t

x 1

x10