{"title":"为取得更好的社会成果而进行补贴设计","authors":"Maria-Florina Balcan, Matteo Pozzi, Dravyansh Sharma","doi":"arxiv-2409.03129","DOIUrl":null,"url":null,"abstract":"Overcoming the impact of selfish behavior of rational players in multiagent\nsystems is a fundamental problem in game theory. Without any intervention from\na central agent, strategic users take actions in order to maximize their\npersonal utility, which can lead to extremely inefficient overall system\nperformance, often indicated by a high Price of Anarchy. Recent work (Lin et\nal. 2021) investigated and formalized yet another undesirable behavior of\nrational agents, that of avoiding freely available information about the game\nfor selfish reasons, leading to worse social outcomes. A central planner can\nsignificantly mitigate these issues by injecting a subsidy to reduce certain\ncosts associated with the system and obtain net gains in the system\nperformance. Crucially, the planner needs to determine how to allocate this\nsubsidy effectively. We formally show that designing subsidies that perfectly optimize the social\ngood, in terms of minimizing the Price of Anarchy or preventing the information\navoidance behavior, is computationally hard under standard complexity theoretic\nassumptions. On the positive side, we show that we can learn provably good\nvalues of subsidy in repeated games coming from the same domain. This\ndata-driven subsidy design approach avoids solving computationally hard\nproblems for unseen games by learning over polynomially many games. We also\nshow that optimal subsidy can be learned with no-regret given an online\nsequence of games, under mild assumptions on the cost matrix. Our study focuses\non two distinct games: a Bayesian extension of the well-studied fair\ncost-sharing game, and a component maintenance game with engineering\napplications.","PeriodicalId":501316,"journal":{"name":"arXiv - CS - Computer Science and Game Theory","volume":"98 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Subsidy design for better social outcomes\",\"authors\":\"Maria-Florina Balcan, Matteo Pozzi, Dravyansh Sharma\",\"doi\":\"arxiv-2409.03129\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Overcoming the impact of selfish behavior of rational players in multiagent\\nsystems is a fundamental problem in game theory. Without any intervention from\\na central agent, strategic users take actions in order to maximize their\\npersonal utility, which can lead to extremely inefficient overall system\\nperformance, often indicated by a high Price of Anarchy. Recent work (Lin et\\nal. 2021) investigated and formalized yet another undesirable behavior of\\nrational agents, that of avoiding freely available information about the game\\nfor selfish reasons, leading to worse social outcomes. A central planner can\\nsignificantly mitigate these issues by injecting a subsidy to reduce certain\\ncosts associated with the system and obtain net gains in the system\\nperformance. Crucially, the planner needs to determine how to allocate this\\nsubsidy effectively. We formally show that designing subsidies that perfectly optimize the social\\ngood, in terms of minimizing the Price of Anarchy or preventing the information\\navoidance behavior, is computationally hard under standard complexity theoretic\\nassumptions. On the positive side, we show that we can learn provably good\\nvalues of subsidy in repeated games coming from the same domain. This\\ndata-driven subsidy design approach avoids solving computationally hard\\nproblems for unseen games by learning over polynomially many games. We also\\nshow that optimal subsidy can be learned with no-regret given an online\\nsequence of games, under mild assumptions on the cost matrix. Our study focuses\\non two distinct games: a Bayesian extension of the well-studied fair\\ncost-sharing game, and a component maintenance game with engineering\\napplications.\",\"PeriodicalId\":501316,\"journal\":{\"name\":\"arXiv - CS - Computer Science and Game Theory\",\"volume\":\"98 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-09-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"arXiv - CS - Computer Science and Game Theory\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/arxiv-2409.03129\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Computer Science and Game Theory","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.03129","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Overcoming the impact of selfish behavior of rational players in multiagent
systems is a fundamental problem in game theory. Without any intervention from
a central agent, strategic users take actions in order to maximize their
personal utility, which can lead to extremely inefficient overall system
performance, often indicated by a high Price of Anarchy. Recent work (Lin et
al. 2021) investigated and formalized yet another undesirable behavior of
rational agents, that of avoiding freely available information about the game
for selfish reasons, leading to worse social outcomes. A central planner can
significantly mitigate these issues by injecting a subsidy to reduce certain
costs associated with the system and obtain net gains in the system
performance. Crucially, the planner needs to determine how to allocate this
subsidy effectively. We formally show that designing subsidies that perfectly optimize the social
good, in terms of minimizing the Price of Anarchy or preventing the information
avoidance behavior, is computationally hard under standard complexity theoretic
assumptions. On the positive side, we show that we can learn provably good
values of subsidy in repeated games coming from the same domain. This
data-driven subsidy design approach avoids solving computationally hard
problems for unseen games by learning over polynomially many games. We also
show that optimal subsidy can be learned with no-regret given an online
sequence of games, under mild assumptions on the cost matrix. Our study focuses
on two distinct games: a Bayesian extension of the well-studied fair
cost-sharing game, and a component maintenance game with engineering
applications.