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Catastrophe by Design in Population Games: A Mechanism to Destabilize Inefficient Locked-in Technologies 人口博弈中的设计灾难:一种破坏低效锁定技术的机制
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-02-15 DOI: 10.1145/3583782
Stefanos Leonardos, Joseph Sakos, C. Courcoubetis, G. Piliouras
In multi-agent environments in which coordination is desirable, the history of play often causes lock-in at sub-optimal outcomes. Notoriously, technologies with significant environmental footprint or high social cost persist despite the successful development of more environmentally friendly and/or socially efficient alternatives. The displacement of the status quo is hindered by entrenched economic interests and network effects. To exacerbate matters, the standard mechanism design approaches based on centralized authorities with the capacity to use preferential subsidies to effectively dictate system outcomes are not always applicable to modern decentralized economies. What other types of mechanisms are feasible? In this article, we develop and analyze a mechanism that induces transitions from inefficient lock-ins to superior alternatives. This mechanism does not exogenously favor one option over another; instead, the phase transition emerges endogenously via a standard evolutionary learning model, Q-learning, where agents trade off exploration and exploitation. Exerting the same transient influence to both the efficient and inefficient technologies encourages exploration and results in irreversible phase transitions and permanent stabilization of the efficient one. On a technical level, our work is based on bifurcation and catastrophe theory, a branch of mathematics that deals with changes in the number and stability properties of equilibria. Critically, our analysis is shown to be structurally robust to significant and even adversarially chosen perturbations to the parameters of both our game and our behavioral model.
在需要协调的多智能体环境中,游戏历史通常会导致锁定在次优结果上。众所周知,尽管成功地开发出更环保和(或)社会效率更高的替代方案,具有重大环境足迹或高社会成本的技术仍然存在。根深蒂固的经济利益和网络效应阻碍了对现状的取代。更糟的是,基于有能力使用优惠补贴来有效规定制度结果的中央当局的标准机制设计方法并不总是适用于现代分散经济。还有其他可行的机制吗?在本文中,我们开发并分析了一种机制,可以诱导从低效的锁定转换到更优的替代方案。这种机制并不会外生地偏向于某一种选择;相反,通过一个标准的进化学习模型,即q学习,在这个模型中,智能体在探索和利用之间进行权衡。对高效技术和低效技术施加同样的瞬态影响,鼓励了探索,并导致了高效技术的不可逆相变和永久稳定。在技术层面上,我们的工作是基于分岔和突变理论,这是数学的一个分支,研究平衡态数量和稳定性的变化。至关重要的是,我们的分析在结构上对我们的游戏和行为模型参数的显著甚至是对抗性选择的扰动具有稳健性。
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引用次数: 1
A Framework for Computing the Nucleolus via Dynamic Programming 基于动态规划的核仁计算框架
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-02-13 DOI: 10.1145/3580375
Jochen Koenemann, J. Toth
This article defines a general class of cooperative games for which the nucleolus is efficiently computable. This class includes new members for which the complexity of computing their nucleolus was not previously known. We show that when the minimum excess coalition problem of a cooperative game can be formulated as a hypergraph dynamic program, its nucleolus is efficiently computable. This gives a general technique for designing efficient algorithms for computing the nucleolus of a cooperative game. This technique is inspired by a recent result of Pashkovich [27] on weighted voting games. However, our technique significantly extends beyond the capabilities of previous work. We demonstrate this by applying it to give an algorithm for computing the nucleolus of b-matching games in polynomial time on graphs of bounded treewidth.
本文定义了一类合作对策,其核仁是可有效计算的。这一类包括以前不知道计算核仁复杂性的新成员。我们证明了当合作对策的最小过量联盟问题可以被公式化为超图动态程序时,其核心是有效可计算的。这提供了一种设计高效算法的通用技术,用于计算合作博弈的核仁。这项技术的灵感来自Pashkovich[27]最近对加权投票游戏的研究结果。然而,我们的技术大大超出了以前工作的能力。我们通过将其应用于给出在多项式时间内计算有界树宽图上的b-匹配对策的核仁的算法来证明这一点。
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引用次数: 0
Stable Matchings with Restricted Preferences: Structure and Complexity 偏好受限的稳定配对:结构与复杂性
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-12-01 DOI: 10.1145/3565558
Christine T. Cheng, Will Rosenbaum
In the stable marriage (SM) problem, there are two sets of agents—traditionally referred to as men and women—and each agent has a preference list that ranks (a subset of) agents of the opposite sex. The goal is to find a matching between men and women that is stable in the sense that no man-woman pair mutually prefers each other to their assigned partners. In a seminal work, Gale and Shapley [16] showed that stable matchings always exist and described an efficient algorithm for finding one. Irving and Leather [24] defined the rotation poset of an SM instance and showed that it determines the structure of the set of stable matchings of the instance. They further showed that every finite poset can be realized as the rotation poset of some SM instance. Consequently, many problems—such as counting stable matchings and finding certain “fair” stable matchings—are computationally intractable (NP-hard) in general. In this article, we consider SM instances in which certain restrictions are placed on the preference lists. We show that three natural preference models—k-bounded, k-attribute, and (k1, k2)-list—can realize arbitrary rotation posets for constant values of k. Hence, even in these highly restricted preference models, many stable matching problems remain intractable. In contrast, we show that for any fixed constant k, the rotation posets of k-range instances are highly restricted. As a consequence, we show that exactly counting and uniformly sampling stable matchings, finding median, sex-equal, and balanced stable matchings, are fixed-parameter tractable when parameterized by the range of the instance. Thus, these problems can be solved in polynomial time on instances of the k-range model for any fixed constant k.
在稳定婚姻(SM)问题中,有两组代理人——传统上被称为男性和女性——每个代理人都有一个偏好列表,对异性代理人(其子集)进行排名。目标是在男性和女性之间找到一种稳定的匹配,因为没有一对男性和女性比他们指定的伴侣更喜欢对方。在一项开创性的工作中,Gale和Shapley[16]证明了稳定匹配总是存在的,并描述了一种寻找匹配的有效算法。Irving和Leather[24]定义了SM实例的旋转偏序集,并证明了它决定了实例的稳定匹配集的结构。他们进一步证明了每个有限偏序集都可以实现为某个SM实例的旋转偏序集。因此,许多问题——比如计算稳定匹配和找到某些“公平”的稳定匹配——通常在计算上是棘手的(NP难)。在本文中,我们考虑SM实例,其中在偏好列表上设置了某些限制。我们证明了三个自然偏好模型——k-有界、k-属性和(k1,k2)-列表——可以实现k常值的任意旋转偏序集。因此,即使在这些高度受限的偏好模型中,许多稳定匹配问题仍然难以解决。相反,我们证明了对于任何固定常数k,k范围实例的旋转偏序集是高度受限的。因此,我们证明了当由实例的范围参数化时,精确计数和均匀采样稳定匹配,找到中值、性相等和平衡的稳定匹配,是可处理的固定参数。因此,对于任何固定常数k,这些问题可以在k范围模型的实例上在多项式时间内解决。
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引用次数: 1
Two Strongly Truthful Mechanisms for Three Heterogeneous Agents Answering One Question 三个异构Agent回答一个问题的两个强真实机制
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-12-01 DOI: 10.1145/3565560
G. Schoenebeck, Fang-Yi Yu
Peer prediction mechanisms incentivize self-interested agents to truthfully report their signals even in the absence of verification by comparing agents’ reports with their peers. We propose two new mechanisms, Source and Target Differential Peer Prediction, and prove very strong guarantees for a very general setting. Our Differential Peer Prediction mechanisms are strongly truthful: Truth-telling is a strict Bayesian Nash equilibrium. Also, truth-telling pays strictly higher than any other equilibria, excluding permutation equilibria, which pays the same amount as truth-telling. The guarantees hold for asymmetric priors among agents, which the mechanisms need not know (detail-free) in the single question setting. Moreover, they only require three agents, each of which submits a single item report: two report their signals (answers), and the other reports her forecast (prediction of one of the other agent’s reports). Our proof technique is straightforward, conceptually motivated, and turns on the logarithmic scoring rule’s special properties. Moreover, we can recast the Bayesian Truth Serum mechanism [20] into our framework. We can also extend our results to the setting of continuous signals with a slightly weaker guarantee on the optimality of the truthful equilibrium.
同伴预测机制通过比较同伴的报告,在缺乏验证的情况下,激励自利的代理人如实报告他们的信号。我们提出了两种新的机制,源和目标差异对等预测,并证明了非常强大的保证非常一般的设置。我们的差异同伴预测机制是非常真实的:说实话是一个严格的贝叶斯纳什均衡。而且,实话实说的回报远高于其他均衡,不包括与实话实说支付相同回报的排列均衡。这些保证适用于代理之间的不对称先验,在单个问题设置中,机制不需要知道(没有细节)。此外,它们只需要三个代理,每个代理提交一个项目报告:两个报告它们的信号(答案),另一个报告她的预测(预测另一个代理的报告)。我们的证明技术是直接的,概念驱动的,并且打开了对数评分规则的特殊属性。此外,我们可以将贝叶斯真值血清机制[20]重新构建到我们的框架中。我们还可以将我们的结果扩展到连续信号的设置,对真实均衡的最优性的保证略弱。
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引用次数: 9
Surrogate Scoring Rules 代孕评分规则
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-10-08 DOI: 10.1145/3565559
Yang Liu, Juntao Wang, Yiling Chen
Strictly proper scoring rules (SPSR) are incentive compatible for eliciting information about random variables from strategic agents when the principal can reward agents after the realization of the random variables. They also quantify the quality of elicited information, with more accurate predictions receiving higher scores in expectation. In this article, we extend such scoring rules to settings in which a principal elicits private probabilistic beliefs but only has access to agents’ reports. We name our solution Surrogate Scoring Rules (SSR). SSR is built on a bias correction step and an error rate estimation procedure for a reference answer defined using agents’ reports. We show that, with a little information about the prior distribution of the random variables, SSR in a multi-task setting recover SPSR in expectation, as if having access to the ground truth. Therefore, a salient feature of SSR is that they quantify the quality of information despite the lack of ground truth, just as SPSR do for the setting with ground truth. As a by-product, SSR induce dominant uniform strategy truthfulness in reporting. Our method is verified both theoretically and empirically using data collected from real human forecasters.
当委托人在实现随机变量后可以奖励代理人时,严格适当的评分规则(SPSR)对于从战略代理人那里获取关于随机变量的信息是激励相容的。他们还量化了引发信息的质量,更准确的预测在预期中得分更高。在本文中,我们将这种评分规则扩展到主体引出私人概率信念但只能访问代理报告的环境中。我们将我们的解决方案命名为代孕评分规则(SSR)。SSR建立在使用代理报告定义的参考答案的偏差校正步骤和错误率估计程序的基础上。我们表明,在有少量关于随机变量先验分布的信息的情况下,多任务环境中的SSR在预期中恢复SPSR,就好像可以获得基本事实一样。因此,SSR的一个显著特征是,尽管缺乏基本事实,但它们还是量化了信息的质量,就像SPSR对有基本事实的环境所做的那样。作为一种副产品,SSR在报告中诱导了占主导地位的统一策略真实性。我们的方法在理论和经验上都得到了验证,使用的数据是从真实的人类预报员那里收集的。
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引用次数: 0
Introduction to the Special Issue on WINE’20: Part 1 WINE ' 20特刊简介:第一部分
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-06-30 DOI: 10.1145/3555339
M. Hoefer, Xujin Chen, Nikolai Gravin, R. Mehta
This special issue of ACM Transactions on Economics and Computation (TEAC) contains extended versions of selected articles from the 16th Conference on Web and Internet Economics (WINE’20), which was held as an Internet event organized by Peking University from December 7 to 11, 2020. Since 2005, the WINE conference series (named as Workshop on Internet and Network Economics until 2013) represents a platform to exchange ideas and results on problems involving incentives and computations that originate in diverse fields such as theoretical computer science, operations research, applied mathematics, artificial intelligence, and economics. These problems are of particular importance in application areas like the Web and the Internet that involve large and diverse populations. As the guest editors of this special issue of TEAC, from 42 articles presented at WINE’20, we selected five articles that had extremely positive conference reviews. We invited the authors to submit their extended work to TEAC. Each submission went through a rigorous review process according to TEAC’s high standards. The first part of the special issue comprises the following four excellent articles:
本期ACM经济与计算学报(TEAC)特刊收录了由北京大学于2020年12月7日至11日举办的第16届网络与互联网经济学会议(WINE ' 20)的精选文章的扩展版本。自2005年以来,WINE系列会议(2013年之前名为互联网和网络经济学研讨会)代表了一个交流思想和结果的平台,涉及来自理论计算机科学、运筹学、应用数学、人工智能和经济学等不同领域的激励和计算问题。这些问题在Web和Internet等应用领域尤其重要,因为它们涉及大量不同的用户。作为TEAC特刊的特约编辑,我们从WINE ' 20上发表的42篇文章中,选出了5篇会议评价非常好的文章。我们邀请作者向TEAC提交他们的扩展工作。根据TEAC的高标准,每一份提交都经过了严格的审查过程。特刊的第一部分包括以下四篇优秀的文章:
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引用次数: 0
Routing Games in the Wild: Efficiency, Equilibration, Regret, and a Price of Anarchy Bound via Long Division 野外路线博弈:效率、均衡、后悔和长除法约束下的无政府状态的价格
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-03-31 DOI: 10.1145/3512747
B. Monnot, F. Benita, G. Piliouras
Routing games are amongst the most well studied domains of game theory. How relevant are these pen-and-paper calculations to understanding the reality of everyday traffic routing? We focus on a semantically rich dataset that captures detailed information about the daily behavior of thousands of Singaporean commuters and examine the following basic questions: - Does the traffic stabilize? - Is the system behavior consistent with latency-minimizing agents? - Is the resulting system efficient? In order to capture the efficiency of the traffic network in a way that agrees with our everyday intuition we introduce a new metric, the Free-flow Index (FFI), which reflects the inefficiency resulting from system congestion. Along the way, we provide the first model-free computation of an upper bound to the price of anarchy utilizing only real world measurements of traffic data.
路由博弈是博弈论中研究得最多的领域之一。这些纸笔计算与理解日常交通路线的现实有多大关系?我们专注于一个语义丰富的数据集,该数据集捕获了数千名新加坡通勤者的日常行为的详细信息,并研究了以下基本问题:交通是否稳定?—系统行为是否与最小化延迟代理一致?-最终的系统是否有效?为了以一种符合我们日常直觉的方式捕捉交通网络的效率,我们引入了一个新的指标,自由流量指数(FFI),它反映了系统拥塞导致的低效率。在此过程中,我们仅利用真实世界的交通数据测量,提供了无政府状态价格上界的第一个无模型计算。
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引用次数: 1
Discounted Repeated Games Having Computable Strategies with No Computable Best Response under Subgame-Perfect Equilibria 子博弈完全平衡下具有可计算策略且无可计算最佳响应的折扣重复博弈
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-03-31 DOI: 10.1145/3505585
Jakub Dargaj, J. Simonsen
A classic result in computational game theory states that there are infinitely repeated games where one player has a computable strategy that has a best response, but no computable best response. For games with discounted payoff, the result is known to hold for a specific class of games—essentially generalizations of Prisoner’s Dilemma—but until now, no necessary and sufficient condition is known. To be of any value, the computable strategy having no computable best response must be part of a subgame-perfect equilibrium, as otherwise a rational, self-interested player would not play the strategy. We give the first necessary and sufficient conditions for a two-player repeated game ( G ) to have such a computable strategy with no computable best response for all discount factors above some threshold. The conditions involve existence of a Nash equilibrium of the repeated game whose discounted payoffs satisfy certain conditions involving the min–max payoffs of the underlying stage game. We show that it is decidable in polynomial time in the size of the payoff matrix of ( G ) whether it satisfies these conditions.
计算博弈论中的一个经典结果指出,存在无限重复的游戏,其中一个玩家有一个可计算的策略,该策略具有最佳响应,但没有可计算的最佳响应。对于收益折现的游戏,已知结果适用于特定类别的游戏——本质上是对囚徒困境的概括——但到目前为止,还不知道充分必要的条件。要想有任何价值,没有可计算最佳响应的可计算策略必须是子游戏完美平衡的一部分,否则理性、自利的玩家就不会玩这个策略。我们给出了两人重复博弈(G)具有这样一个可计算策略的第一个充要条件,对于所有超过某个阈值的折扣因子,该策略没有可计算的最佳响应。条件涉及重复博弈的纳什均衡的存在,其贴现收益满足涉及基础阶段博弈的最小-最大收益的某些条件。我们证明了在多项式时间内,在(G)的支付矩阵的大小下,它是否满足这些条件是可判定的。
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引用次数: 1
Cost Sharing over Combinatorial Domains 组合域上的成本分担
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-03-31 DOI: 10.1145/3505586
Georgios Birmpas, E. Markakis, G. Schäfer
We study the problem of designing cost-sharing mechanisms for combinatorial domains. Suppose that multiple items or services are available to be shared among a set of interested agents. The outcome of a mechanism in this setting consists of an assignment, determining for each item the set of players who are granted service, together with respective payments. Although there are several works studying specialized versions of such problems, there has been almost no progress for general combinatorial cost-sharing domains until recently [9]. Still, many questions about the interplay between strategyproofness, cost recovery, and economic efficiency remain unanswered. The main goal of our work is to further understand this interplay in terms of budget balance and social cost approximation. Towards this, we provide a refinement of cross-monotonicity (which we term trace-monotonicity) that is applicable to iterative mechanisms. The trace here refers to the order in which players become finalized. On top of this, we also provide two parameterizations (complementary to a certain extent) of cost functions, which capture the behavior of their average cost-shares. Based on our trace-monotonicity property, we design an Iterative Ascending Cost-Sharing Mechanism, which is applicable to the combinatorial cost-sharing setting with symmetric submodular valuations. Using our first cost function parameterization, we identify conditions under which our mechanism is weakly group-strategyproof, ( O(1) ) -budget-balanced, and ( O(H_n) ) -approximate with respect to the social cost. Furthermore, we show that our mechanism is budget-balanced and ( H_n ) -approximate if both the valuations and the cost functions are symmetric submodular; given existing impossibility results, this is best possible. Finally, we consider general valuation functions and exploit our second parameterization to derive a more fine-grained analysis of the Sequential Mechanism introduced by Moulin. This mechanism is budget balanced by construction, but in general, only guarantees a poor social cost approximation of ( n ) . We identify conditions under which the mechanism achieves improved social cost approximation guarantees. In particular, we derive improved mechanisms for fundamental cost-sharing problems, including Vertex Cover and Set Cover.
研究组合领域的成本分担机制设计问题。假设有多个项目或服务可以在一组感兴趣的代理之间共享。在此设置中,机制的结果包括分配,确定每个道具的玩家组,以及各自的支付。虽然有一些研究此类问题的专门版本的工作,但直到最近才在一般组合成本分担领域取得进展。尽管如此,关于战略可靠性、成本回收和经济效率之间相互作用的许多问题仍未得到解答。我们工作的主要目标是进一步了解预算平衡和社会成本近似方面的这种相互作用。为此,我们提供了适用于迭代机制的交叉单调性(我们称之为跟踪单调性)的改进。这里的跟踪指的是玩家最终完成的顺序。在此之上,我们还提供了成本函数的两个参数化(在一定程度上是互补的),它们捕获了它们的平均成本份额的行为。基于我们的跟踪单调性,我们设计了一种迭代上升的成本分担机制,该机制适用于具有对称次模值的组合成本分担设置。使用我们的第一个成本函数参数化,我们确定了我们的机制是弱群体策略证明,( O(1) ) -预算平衡和( O(H_n) ) -近似于社会成本的条件。进一步,我们证明了我们的机制是预算平衡和( H_n ) -近似的,如果估值和成本函数都是对称的子模;考虑到现有的不可能结果,这是最好的可能。最后,我们考虑了一般的估值函数,并利用我们的第二个参数化来推导出由Moulin引入的序列机制的更细粒度的分析。这种机制通过建设实现预算平衡,但一般来说,只能保证一个糟糕的社会成本近似( n )。我们确定了该机制实现改进的社会成本近似保证的条件。特别是,我们推导了改进的机制来解决基本的成本分摊问题,包括顶点覆盖和集合覆盖。
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引用次数: 0
Routing Games with Edge Priorities 路由游戏与边缘优先级
IF 1.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-02-09 DOI: 10.1145/3488268
R. Scheffler, M. Strehler, Laura Vargas Koch
Routing games over time are widely studied due to various applications, e.g., transportation, road and air traffic control, logistic in production systems, communication networks like the internet, and financial flows. In this article, we present a new competitive packet routing game with edge priorities motivated by traffic and transportation. In this model a set of selfishly acting players travels through the network over time. If the number of players who want to enter an edge at the same time exceeds the inflow capacity of this edge, then edge priorities with respect to the preceding edge are used to resolve these conflicts, which is similar to right-of-way rules in traffic. We analyze the efficiency of pure Nash equilibria, present an efficient algorithm for computing equilibria in symmetric games, and show that it is NP-hard to decide whether a Nash equilibrium exists in an asymmetric game. Furthermore, we address the problem of constructing optimal priorities.
由于各种各样的应用,例如运输、道路和空中交通管制、生产系统中的物流、互联网等通信网络和金融流动,人们广泛研究了随时间变化的路由游戏。在这篇文章中,我们提出了一种新的竞争分组路由博弈,它具有由流量和运输驱动的边缘优先级。在这个模型中,一组自私的玩家随着时间在网络中移动。如果同时想要进入某条边的玩家数量超过了这条边的流入能力,那么就使用相对于前一条边的边优先级来解决这些冲突,这类似于交通中的路权规则。本文分析了纯纳什均衡的效率,给出了一种计算对称博弈均衡的有效算法,并证明了在非对称博弈中是否存在纳什均衡是np困难的。此外,我们解决了构建最优优先级的问题。
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引用次数: 2
期刊
ACM Transactions on Economics and Computation
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