为取得更好的社会成果而进行补贴设计

Maria-Florina Balcan, Matteo Pozzi, Dravyansh Sharma
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摘要

克服多代理系统中理性玩家自私行为的影响是博弈论中的一个基本问题。在没有中心代理干预的情况下,策略用户会采取行动以最大化其个人效用,这可能导致系统整体性能效率极低,通常表现为高无政府价格。最近的研究(Lin 等人,2021 年)对理性代理的另一种不良行为进行了研究,并将其形式化,即出于自私的原因而回避有关游戏的免费信息,从而导致更糟糕的社会结果。中央规划者可以通过注入补贴来降低与系统相关的某些成本,并获得系统性能的净收益,从而显著缓解这些问题。最关键的是,规划者需要确定如何有效地分配补贴。我们正式证明,在标准复杂性理论假设下,要设计出能完美优化社会福利的补贴,使无政府价格最小化或防止信息规避行为,在计算上是很困难的。从积极的一面来看,我们证明了在来自同一领域的重复博弈中,我们可以学习到可证明的良好补贴值。这种数据驱动的补贴设计方法通过对多项式多场博弈的学习,避免了解决未见博弈的计算困难问题。我们还证明,在成本矩阵的温和假设下,最优补贴可以在一连串博弈中无遗憾地学习到。我们的研究主要集中在两个不同的博弈上:一个是贝叶斯扩展的公平成本分摊博弈,另一个是具有工程应用价值的组件维护博弈。
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Subsidy design for better social outcomes
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.
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