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Inefficient Alliance Formation in Coalitional Blotto Games 联盟博弈中的无效率联盟形成
Pub Date : 2024-09-10 DOI: arxiv-2409.06899
Vade Shah, Keith Paarporn, Jason R. Marden
In adversarial resource allocation settings, forming alliances can enhanceperformance, but the benefits may diminish if alliance formation becomescostly. In this work, we explore this issue using the framework of thecoalitional Blotto game, in which two players compete separately against acommon adversary across valued contests. Each player aims to win contests byallocating more of their limited budget than their opponent. Previous work onalliance formation in coalitional Blotto games has shown that if one playertransfers a portion of their budget to the other, then both players can performbetter; however, it is also known that it is never in either players' interestto simply concede a portion of their budget. In this work, we study the settingin which transfers are costly, meaning that if one player donates a portion oftheir budget, the recipient only receives a fraction of the transferred amount.We show that mutually beneficial costly transfers exist, and we providenecessary and sufficient conditions for the existence of such a costlytransfer. Then, we consider the setting in which players can transfer budgetsand contests at a cost, and we show that this alliance strategy is mutuallybeneficial in almost all game instances.
在对抗性资源分配环境中,结成联盟可以提高绩效,但如果结成联盟的成本变得很高,收益可能会减少。在这项工作中,我们利用传统布洛托博弈的框架来探讨这个问题,在这个博弈中,两个博弈者在有价值的竞赛中分别与共同的对手竞争。每个玩家的目标都是通过分配比对手更多的有限预算来赢得比赛。以前关于联盟博弈中联盟形成的研究表明,如果一方将其预算的一部分转移给另一方,那么双方都能取得更好的成绩;但是,众所周知,简单地让出一部分预算永远不符合双方的利益。在这项研究中,我们研究了转让是有代价的,即如果一方捐出一部分预算,受让方只能得到转让金额的一小部分。然后,我们考虑了棋手可以有偿转让预算和比赛的情况,并证明这种联盟策略在几乎所有博弈实例中都是互利的。
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引用次数: 0
Fixed-budget and Multiple-issue Quadratic Voting 固定预算和多议题二次投票
Pub Date : 2024-09-10 DOI: arxiv-2409.06614
Laura Georgescu, James Fox, Anna Gautier, Michael Wooldridge
Quadratic Voting (QV) is a social choice mechanism that addresses the"tyranny of the majority" of one-person-one-vote mechanisms. Agents express notonly their preference ordering but also their preference intensity bypurchasing $x$ votes at a cost of $x^2$. Although this pricing rule maximizesutilitarian social welfare and is robust against strategic manipulation, it hasnot yet found many real-life applications. One key reason is that the originalQV mechanism does not limit voter budgets. Two variations have since beenproposed: a (no-budget) multiple-issue generalization and a fixed-budgetversion that allocates a constant number of credits to agents for use inmultiple binary elections. While some analysis has been undertaken with respectto the multiple-issue variation, the fixed-budget version has not yet beenrigorously studied. In this work, we formally propose a novel fixed-budgetmultiple-issue QV mechanism. This integrates the advantages of both theaforementioned variations, laying the theoretical foundations for practical usecases of QV, such as multi-agent resource allocation. We analyse ourfixed-budget multiple-issue QV by comparing it with traditional voting systems,exploring potential collusion strategies, and showing that checking whetherstrategy profiles form a Nash equilibrium is tractable.
二次投票(QV)是一种社会选择机制,它解决了一人一票机制的 "多数暴政 "问题。代理人以 x^2$ 的代价购买 x$ 的选票,不仅表达了他们的偏好排序,还表达了他们的偏好强度。虽然这种定价规则能最大化功利性社会福利,并能抵御策略性操纵,但它在现实生活中的应用并不多。其中一个关键原因是最初的 QV 机制并不限制选民的预算。此后,人们提出了两种变体:一种是(无预算的)多议题一般化,另一种是固定预算版本,即给代理人分配一定数量的学分,供其在多次二元选举中使用。虽然对多议题变体进行了一些分析,但对固定预算版本尚未进行深入研究。在这项工作中,我们正式提出了一种新颖的固定预算多期 QV 机制。它综合了上述两种变体的优点,为 QV 的实际应用案例(如多代理资源分配)奠定了理论基础。我们分析了我们的固定预算多问题 QV,将其与传统的投票系统进行了比较,探索了潜在的串通策略,并证明了检查策略剖面是否形成纳什均衡是可行的。
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引用次数: 0
The Value of Ambiguous Commitments in Multi-Follower Games 多追随者博弈中模糊承诺的价值
Pub Date : 2024-09-09 DOI: arxiv-2409.05608
Natalie Collina, Rabanus Derr, Aaron Roth
We study games in which a leader makes a single commitment, and then multiplefollowers (each with a different utility function) respond. In particular, westudy ambiguous commitment strategies in these games, in which the leader maycommit to a set of mixed strategies, and ambiguity-averse followers respond tomaximize their worst-case utility over the set of leader strategies. Specialcases of this setting have previously been studied when there is a singlefollower: in these cases, it is known that the leader can increase her utilityby making an ambiguous commitment if the follower is restricted to playing apure strategy, but that no gain can be had from ambiguity if the follower maymix. We confirm that this result continues to hold in the setting of generalStackelberg games. We then develop a theory of ambiguous commitment in gameswith multiple followers. We begin by considering the case where the leader mustmake the same commitment against each follower. We establish that -- unlike thecase of a single follower -- ambiguous commitment can improve the leader'sutility by an unboundedly large factor, even when followers are permitted torespond with mixed strategies and even. We go on to show an advantage for theleader coupling the same commitment across all followers, even when she has theability to make a separate commitment to each follower. In particular, thereexist general sum games in which the leader can enjoy an unboundedly largeadvantage by coupling her ambiguous commitment across multiple followers ratherthan committing against each individually. In zero-sum games we show there canbe no such coupling advantage. Finally, we give a polynomial time algorithm forcomputing the optimal leader commitment strategy in the special case in whichthe leader has 2 actions (and k followers may have m actions), and prove thatin the general case, the problem is NP-hard.
我们研究了领导者做出单一承诺,然后多个追随者(每个追随者都有不同的效用函数)做出回应的博弈。特别是,我们研究了这些博弈中的模糊承诺策略,其中领导者可能承诺采取一组混合策略,而模糊规避型追随者的回应是在领导者策略集上最大化他们的最坏情况效用。在这种情况下,众所周知,如果追随者只能采取纯策略,那么领导者可以通过做出模棱两可的承诺来增加自己的效用;但如果追随者可以采取混合策略,那么领导者就无法从模棱两可中获得收益。我们证实,这一结果在一般斯塔克尔伯格博弈中依然成立。然后,我们建立了一个多追随者博弈中的模糊承诺理论。我们首先考虑领导者必须对每个追随者做出相同承诺的情况。我们发现,与单个追随者的情况不同,模棱两可的承诺能以无限大的系数提高领导者的效用,即使在允许追随者以混合策略做出回应的情况下也是如此。我们进而证明,即使领导者有能力对每个追随者做出单独的承诺,对所有追随者做出相同的承诺也是有优势的。特别是,在一般和博弈中,领导者可以通过在多个追随者之间做出模糊承诺,而不是对每个追随者单独做出承诺,从而获得无限大的优势。在零和博弈中,我们证明不可能存在这种耦合优势。最后,在领导者有 2 个行动(k 个追随者可能有 m 个行动)的特殊情况下,我们给出了计算最优领导者承诺策略的多项式时间算法,并证明在一般情况下,这个问题是 NP 难的。
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引用次数: 0
Braess's Paradox of Generative AI 生成式人工智能的布雷斯悖论
Pub Date : 2024-09-09 DOI: arxiv-2409.05506
Boaz Taitler, Omer Ben-Porat
ChatGPT has established Generative AI (GenAI) as a significant technologicaladvancement. However, GenAI's intricate relationship with competing platformsand its downstream impact on users remains under-explored. This paper initiatesthe study of GenAI's long-term social impact resulting from the weakeningnetwork effect of human-based platforms like Stack Overflow. First, we studyGenAI's revenue-maximization optimization problem. We develop an approximatelyoptimal solution and show that the optimal solution has a non-cyclic structure.Then, we analyze the social impact, showing that GenAI could be sociallyharmful. Specifically, we present an analog to Braess's paradox in which allusers would be better off without GenAI. Finally, we develop necessary andsufficient conditions for a regulator with incomplete information to ensurethat GenAI is socially beneficial.
ChatGPT 已将生成式人工智能(GenAI)确立为一项重要的技术进步。然而,GenAI 与竞争平台之间错综复杂的关系及其对用户的下游影响仍未得到充分探讨。本文开始研究 GenAI 因 Stack Overflow 等基于人类的平台的网络效应减弱而产生的长期社会影响。首先,我们研究了 GenAI 的收入最大化优化问题。然后,我们分析了社会影响,表明 GenAI 可能会对社会造成危害。具体来说,我们提出了一个类似于布雷斯悖论(Braess's paradox)的问题,即如果没有GenAI,所有用户都会过得更好。最后,我们提出了监管者在信息不完全的情况下确保 GenAI 对社会有益的必要条件和充分条件。
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引用次数: 0
Fair Allocation of Bandwidth At Edge Servers For Concurrent Hierarchical Federated Learning 为并行分层联合学习公平分配边缘服务器带宽
Pub Date : 2024-09-07 DOI: arxiv-2409.04921
Md Anwar Hossen, Fatema Siddika, Wensheng Zhang
This paper explores concurrent FL processes within a three-tier system, withedge servers between edge devices and FL servers. A challenge in this setup isthe limited bandwidth from edge devices to edge servers. Thus, allocating thebandwidth efficiently and fairly to support simultaneous FL processes becomescrucial. We propose a game-theoretic approach to model the bandwidth allocationproblem and develop distributed and centralized heuristic schemes to find anapproximate Nash Equilibrium of the game. We proposed the approach mentionedabove using centralized and entirely distributed assumptions. Through rigorousanalysis and experimentation, we demonstrate that our schemes efficiently andfairly assign the bandwidth to the FL processes for centralized and distributedsolutions and outperform a baseline scheme where each edge server assignsbandwidth proportionally to the FL servers' requests that it receives. Theproposed distributed and centralized schemes have comptetive performance.
本文探讨了三层系统中的并发 FL 进程,边缘设备和 FL 服务器之间有边缘服务器。这种设置面临的一个挑战是,从边缘设备到边缘服务器的带宽有限。因此,高效、公平地分配带宽以支持同步 FL 进程变得至关重要。我们提出了一种博弈论方法来模拟带宽分配问题,并开发了分布式和集中式启发式方案来找到博弈的近似纳什均衡。我们使用集中式和完全分布式假设提出了上述方法。通过严格的分析和实验,我们证明了我们的方案能高效、公平地为集中式和分布式方案的 FL 进程分配带宽,并且优于每个边缘服务器根据其收到的 FL 服务器请求按比例分配带宽的基准方案。建议的分布式和集中式方案性能相当。
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引用次数: 0
A Complete Landscape of EFX Allocations of Mixed Manna on Graphs 图形上混合甘露的 EFX 分配全貌
Pub Date : 2024-09-05 DOI: arxiv-2409.03594
Yu Zhou, Tianze Wei, Minming Li, Bo Li
We study envy-free up to any item (EFX) allocations on graphs where verticesand edges represent agents and items respectively. An agent is only interestedin items that are incident to her and all other items have zero marginal valuesto her. Christodoulou et al. [EC, 2023] first proposed this setting and studiedthe case of goods. We extend this setting to the case of mixed manna where anitem may be liked or disliked by its endpoint agents. In our problem, an agenthas an arbitrary valuation over her incident items such that the items shelikes have non-negative marginal values to her and those she dislikes havenon-positive marginal values. We provide a complete study of the four notionsof EFX for mixed manna in the literature, which differ by whether the removeditem can have zero marginal value. We prove that an allocation that satisfiesthe notion of EFX where the virtually-removed item could always have zeromarginal value may not exist and determining its existence is NP-complete,while one that satisfies any of the other three notions always exists and canbe computed in polynomial time. We also prove that an orientation (i.e., aspecial allocation where each edge must be allocated to one of its endpointagents) that satisfies any of the four notions may not exist, and determiningits existence is NP-complete.
我们研究图上的无嫉妒分配(EFX),图中的顶点和边分别代表代理和项目。代理人只对与自己相关的项目感兴趣,所有其他项目对她的边际价值都为零。Christodoulou 等人[EC, 2023]首次提出了这一设定,并研究了货物的情况。我们将这一设定扩展到混合甘露的情况,在这种情况下,一个物品可能被其终端代理人喜欢或不喜欢。在我们的问题中,代理人对其事件项目有一个任意估值,这样,她喜欢的项目对她的边际值为非负,她不喜欢的项目对她的边际值为正。我们对文献中关于混合甘露的四种 EFX 概念进行了完整的研究,这四种概念的不同之处在于被移除的物品的边际价值是否为零。我们证明了满足 EFX 概念的分配可能不存在,而满足其他三个概念的分配总是存在的,并且可以在多项式时间内计算出来。我们还证明,满足四个概念中任何一个概念的定向(即每条边必须分配给其中一个端点代理的特殊分配)可能不存在,而确定其存在是 NP-完全的。
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引用次数: 0
Learning in Games with progressive hiding 在游戏中学习,逐步隐藏
Pub Date : 2024-09-05 DOI: arxiv-2409.03875
Heymann Benjamin, Lanctot Marc
When learning to play an imperfect information game, it is often easier tofirst start with the basic mechanics of the game rules. For example, one canplay several example rounds with private cards revealed to all players tobetter understand the basic actions and their effects. Building on thisintuition, this paper introduces {it progressive hiding}, an algorithm thatlearns to play imperfect information games by first learning the basicmechanics and then progressively adding information constraints over time.Progressive hiding is inspired by methods from stochastic multistageoptimization such as scenario decomposition and progressive hedging. We provethat it enables the adaptation of counterfactual regret minimization to gameswhere perfect recall is not satisfied. Numerical experiments illustrate thatprogressive hiding can achieve optimal payoff in a benchmark of emergentcommunication trading game.
在学习玩不完全信息游戏时,首先从游戏规则的基本机制入手通常会比较容易。例如,我们可以玩几轮向所有玩家公开私人牌的示例游戏,以便更好地理解基本行动及其效果。基于这一理念,本文介绍了{it progressive hiding},这是一种通过首先学习基本机制,然后随着时间的推移逐步增加信息约束来学习玩不完全信息博弈的算法。我们证明,它能使反事实遗憾最小化适应不满足完美召回的博弈。数值实验表明,渐进式隐藏可以在一个基准的突发通信交易博弈中获得最佳收益。
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引用次数: 0
Cost-Control in Display Advertising: Theory vs Practice 展示广告的成本控制:理论与实践
Pub Date : 2024-09-05 DOI: arxiv-2409.03874
Anoop R Katti, Rui C. Gonçalves, Rinchin Iakovlev
In display advertising, advertisers want to achieve a marketing objectivewith constraints on budget and cost-per-outcome. This is usually formulated asan optimization problem that maximizes the total utility under constraints. Theoptimization is carried out in an online fashion in the dual space - for anincoming Ad auction, a bid is placed using an optimal bidding formula, assumingoptimal values for the dual variables; based on the outcome of the previousauctions, the dual variables are updated in an online fashion. While thisapproach is theoretically sound, in practice, the dual variables are notoptimal from the beginning, but rather converge over time. Specifically, forthe cost-constraint, the convergence is asymptotic. As a result, we find thatcost-control is ineffective. In this work, we analyse the shortcomings of theoptimal bidding formula and propose a modification that deviates from thetheoretical derivation. We simulate various practical scenarios and study thecost-control behaviors of the two algorithms. Through a large-scale evaluationon the real-word data, we show that the proposed modification reduces the costviolations by 50%, thereby achieving a better cost-control than the theoreticalbidding formula.
在展示广告中,广告商希望在预算和每次成果成本的约束下实现营销目标。这通常被表述为一个在约束条件下最大化总效用的优化问题。优化是在对偶空间中以在线方式进行的--对于即将进行的广告拍卖,使用最优出价公式出价,同时假设对偶变量为最优值;根据之前的拍卖结果,以在线方式更新对偶变量。虽然这种方法在理论上是合理的,但在实践中,对偶变量并不是一开始就是最优的,而是随着时间的推移逐渐收敛的。具体来说,对于成本约束,收敛是渐进的。因此,我们发现成本控制是无效的。在这项工作中,我们分析了最优投标公式的缺点,并提出了一种偏离理论推导的修改方案。我们模拟了各种实际场景,研究了两种算法的成本控制行为。通过对实词数据的大规模评估,我们发现所提出的修改方案将违规成本降低了 50%,从而实现了比理论竞价公式更好的成本控制效果。
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引用次数: 0
Randomized Lower Bounds for Tarski Fixed Points in High Dimensions 高维塔尔斯基定点的随机下界
Pub Date : 2024-09-05 DOI: arxiv-2409.03751
Simina Brânzei, Reed Phillips, Nicholas Recker
The Knaster-Tarski theorem, also known as Tarski's theorem, guarantees thatevery monotone function defined on a complete lattice has a fixed point. Weanalyze the query complexity of finding such a fixed point on the$k$-dimensional grid of side length $n$ under the $leq$ relation.Specifically, there is an unknown monotone function $f: {0,1,ldots, n-1}^kto {0,1,ldots, n-1}^k$ and an algorithm must query a vertex $v$ to learn$f(v)$. Our main result is a randomized lower bound of $Omegaleft( k + frac{kcdot log{n}}{log{k}} right)$ for the $k$-dimensional grid of side length$n$, which is nearly optimal in high dimensions when $k$ is large relative to$n$. As a corollary, we characterize the randomized and deterministic querycomplexity on the Boolean hypercube ${0,1}^k$ as $Theta(k)$.
克纳斯特-塔尔斯基定理(Knaster-Tarski theorem)又称塔尔斯基定理,它保证了定义在完整网格上的每个单调函数都有一个定点。我们分析了在边长为 $n$ 的 $k$ 维网格上根据 $leq$ 关系找到这样一个定点的查询复杂度:具体来说,有一个未知的单调函数 $f:{0,1,ldots, n-1}^kto {0,1,ldots,n-1}^k$,算法必须查询一个顶点 $v$ 来学习 $f(v)$。我们的主要结果是为边长为 $n$ 的 $k$ 维网格提供了一个随机下限:$Omegaleft( k + frac{kcdot {log{n}}{log{k}} right)$,当 $k$ 相对于 $n$ 较大时,这个下限在高维中几乎是最优的。作为推论,我们将布尔超立方${0,1}^k$上的随机和确定性查询复杂度表征为$Theta(k)$。
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引用次数: 0
Beyond Nash Equilibrium: Achieving Bayesian Perfect Equilibrium with Belief Update Fictitious Play 超越纳什均衡:通过信念更新虚构游戏实现贝叶斯完全均衡
Pub Date : 2024-09-04 DOI: arxiv-2409.02706
Qi Ju, Zhemei Fang, Yunfeng Luo
In the domain of machine learning and game theory, the quest for NashEquilibrium (NE) in extensive-form games with incomplete information ischallenging yet crucial for enhancing AI's decision-making support under variedscenarios. Traditional Counterfactual Regret Minimization (CFR) techniquesexcel in navigating towards NE, focusing on scenarios where opponents deployoptimal strategies. However, the essence of machine learning in strategic gameplay extends beyond reacting to optimal moves; it encompasses aiding humandecision-making in all circumstances. This includes not only crafting responsesto optimal strategies but also recovering from suboptimal decisions andcapitalizing on opponents' errors. Herein lies the significance oftransitioning from NE to Bayesian Perfect Equilibrium (BPE), which accounts forevery possible condition, including the irrationality of opponents. To bridge this gap, we propose Belief Update Fictitious Play (BUFP), whichinnovatively blends fictitious play with belief to target BPE, a morecomprehensive equilibrium concept than NE. Specifically, through adjustingiteration stepsizes, BUFP allows for strategic convergence to both NE and BPE.For instance, in our experiments, BUFP(EF) leverages the stepsize of ExtensiveForm Fictitious Play (EFFP) to achieve BPE, outperforming traditional CFR bysecuring a 48.53% increase in benefits in scenarios characterized by dominatedstrategies.
在机器学习和博弈论领域,在信息不完全的广式博弈中寻求纳什均衡(NashEquilibrium,NE)是一项挑战,但对于增强人工智能在各种场景下的决策支持至关重要。传统的 "反事实遗憾最小化"(CFR)技术能很好地实现 NE 导航,重点关注对手部署最佳策略的场景。然而,战略游戏中机器学习的本质不仅仅是对最优策略做出反应,它还包括在所有情况下帮助人类做出决策。这不仅包括对最优策略做出反应,还包括从次优决策中恢复,以及利用对手的失误。从 NE 过渡到贝叶斯完美均衡(BPE)的意义就在于此,后者考虑了所有可能的情况,包括对手的非理性。为了弥补这一差距,我们提出了 "信念更新虚构对局"(BUFP),它创新性地将虚构对局与信念相结合,以贝叶斯完美均衡(BPE)为目标,这是一个比NE更全面的均衡概念。例如,在我们的实验中,BUFP(EF)利用扩展形式虚构博弈(ExtensiveForm Fictitious Play,EFFP)的步长来实现 BPE,其表现优于传统的 CFR,在以主导战略为特征的场景中确保了 48.53% 的收益增长。
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引用次数: 0
期刊
arXiv - CS - Computer Science and Game Theory
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