This document discusses the intrinsic robustness of the price of anarchy concept in game theory. It defines key concepts like pure Nash equilibrium, price of anarchy, and smooth games. Smooth games are games where the cost of any outcome is close to the cost of the optimal outcome. The document proves several games are smooth, including congestion games with affine costs, valid utility games, and simultaneous second-price auctions. It introduces the concept of robust price of anarchy as being defined based on the smoothness parameters of a game. The document also presents an extension theorem showing price of anarchy bounds extend beyond pure Nash equilibrium to other equilibrium concepts and outcome sequences.
2. Basic Knowledge
• PNE
• Optimal Solution
Improvement upon given dictatorial control over everyone’s actions
• Price of Anarchy
largest cost of an equilibrium
cost of an optimal outcome
2
3. Introduction
• Why need more robust bounds?
• Hard to coordinate on one of multiple Equilibrium
• PNE is computationally intractable
• PNE does not exist
Need a more robust bounds to some wider range of outcome
3
4. Basic Knowledge
• MNE
Ex: “Rock-Paper-Scissors”
[Always exist/hard to compute]
• CorEq
[Easy to compute/hard to learn]
• No Regret [CCE]
[Easy to compute /learn]
4
PNE
MNE
CorEq
No Regret [CCE]
8. Example & Non-Example
Example
• Congestion Game With Affine Cost Function
• Valid Utility Game
• Simultaneous Second-Price Auctions
Non-Example
• Network Formation Game
• Symmetric Congestion Games with Singleton Strategies
8
10. Example
Congestion Game With Affine Cost Function
We claim that Congestion Game With Affine Cost Function 𝑖𝑠
5
3
,
1
3
− 𝑠𝑚𝑜𝑜𝑡ℎ , 𝑟𝑜𝑏𝑢𝑠𝑡 𝑃𝑂𝐴 𝑖𝑠 𝑎𝑡 𝑚𝑜𝑠𝑡
5
2
10
(𝑓𝑟𝑜𝑚 𝑝𝑟𝑒𝑣𝑖𝑜𝑢𝑠 𝑠𝑡𝑢𝑑𝑖𝑒𝑠)
16. Tight Class of Game
Definition
A set 𝒢 𝑜𝑓 𝑐𝑜𝑠𝑡 − 𝑚𝑖𝑛𝑖𝑚𝑖𝑧𝑎𝑡𝑖𝑜𝑛 𝑔𝑎𝑚𝑒 𝑖𝑠 𝑡𝑖𝑔ℎ𝑡 𝑖𝑓
𝐴 𝒢 : 𝑡ℎ𝑒 𝑝𝑎𝑟𝑎𝑚𝑒𝑡𝑒𝑟 𝑣𝑎𝑙𝑢𝑒𝑠 λ, 𝜇 𝑠. 𝑡. 𝒢 𝑖𝑠 𝜆, 𝜇 − 𝑠𝑚𝑜𝑜𝑡ℎ
𝒢 ⊆ 𝒢: the games with at least one PNE
𝜌 𝑝𝑢𝑟𝑒 𝐺 : 𝑡ℎ𝑒 𝑃𝑂𝐴 𝑜𝑓 𝒢
16
24. Other Topic in this paper
• Congestion games Are Tight [To General Case]
• Shortest Best-Response Sequencing (Best-Response Dynamics)
24
25. Subsequent Work
• Guarantees with Irrational Players
• Relaxing the Smoothness Condition
• The POA in Games of Incomplete Information
• Limits of Smoothness
25
>>How to define a PNE?
>>How to make a optimal solution?
>>an outcome that could be improved upon given dictatorial control over everyone’s actions
>>The definition of POA?
>>measures the suboptimality caused by self-interested behavior
>>the ratio between the largest cost of an equilibrium and the cost of an optimal outcome
Previous bounds is meaningful only if players successfully reach an equilibrium.
Enlarging the set of equilibrium weakens the behavioral technical assumptions necessary to justify equilibrium analysis
>>MNE
every finite game at least have on PNE
“Rock-Paper-Scissors” no PNE exist
no player can decrease its expected cost via unilateral deviation
>>CorEq
A classical interpretation of a correlated equilibrium is in terms of a mediator,
who draws an outcomes from the publicly known distribution and privately “recommends” strategy si to each player i.
The equilibrium condition requires that following a recommended strategy always minimizes the expected cost of a player, conditioned on the recommendation.
benevolent mediator
>>No Regret CCE
Regret?
While a correlated equilibrium protects against deviations by a player aware
of its recommended strategy, a coarse correlated equilibrium is only constrained by player
deviations that are independent of the sampled outcome.
Exist /Compute/Learn
>>Easily learnable:
when a game is played repeatedly over time, there are natural classes of
learning dynamics — processes by which each player chooses its strategy for the next time step,
as a function only of its own past play and payoffs — such that the empirical distribution of joint
play converges to these sets
Definition 2.1 is sufficient for the last line of this three-line proof (3)–(5), but it insists on more
Than what is needed: it demands that the inequality (2) holds foreveryoutcomes, and not only
For Nash equilibria. This is the basic reason why smoothness arguments imply worst-case bounds
Beyond the set of pure Nash equilibria.
Inf (下確界)
This section derives “bicriteria” or “resource augmentation” bounds for smooth games, where the
objective function value of the worst equilibrium is compared to the optimal outcome with a di↵erent
number of players.
This section derives “bicriteria” or “resource augmentation” bounds for smooth games, where the
objective function value of the worst equilibrium is compared to the optimal outcome with a di↵erent
number of players.