Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they may not be aware of moves that they and other agents can make. We show how such games can be represented; the key idea is to describe the game from the point of view of every agent at every node of the game tree. We provide a generalization of Nash equilibrium and show that every game with awareness has a generalized Nash equilibrium. Finally, we extend these results to games with awareness of unawareness, where a player i may be aware that a player j can make moves that i is not aware of, and to subjective games, where payers may have no common knowledge regarding the actual game and their beliefs are incompatible with a common prior.
Equilibrium notions for games with unawareness in the literature cannot be interpreted as steady-states of a learning process because players may discover novel actions during play. In this sense, many games with unawareness are "self-destroying" as a player's representation of the game must change after playing it once. We define discovery processes where at each state there is an extensive-form game with unawareness that together with the players' play determines the transition to possibly another extensive-form games with unawareness in which players are now aware of actions that they have …
Most work in game theory assumes that players are perfect reasoners and have common knowledge of all significant aspects of the game. In earlier work, we proposed a framework for representing and analyzing games with possibly unaware players, and suggested a generalization of Nash equilibrium appropriate for games with unaware players that we called generalized Nash equilibrium. Here, we use this framework to analyze other solution concepts that have been considered in the game-theory literature, with a focus on sequential equilibrium. We also provide some insight into the notion of generalize…
Games with unawareness model strategic situations in which players' perceptions about the game are limited. They take into account the fact that the players may be unaware of some of the strategies available to them or their opponents as well as the players may have a restricted view about the number of players participating in the game. The aim of the research is to introduce this notion into theory of quantum games. We shall focus on PQ Penny Flip game introduced by D. Meyer. We shall formalize the previous results and consider other cases of unawareness in the game.
Equilibrium notions for games with unawareness in the literature cannot be interpreted as steady-states of a learning process because players may discover novel actions during play. In this sense, many games with unawareness are "self-destroying" as a player's representation of the game may change after playing it once. We define discovery processes where at each state there is an extensive-form game with unawareness that together with the players' play determines the transition to possibly another extensive-form game with unawareness in which players are now aware of actions that they have di…
We consider the probabilistic planning problem where the agent (called Player 1, or P1) can jointly plan the control actions and sensor queries in a sensor network and an attacker (called player 2, or P2) can carry out attacks on the sensors. We model such an adversarial interaction using a formal model -- a reachability game with partially controllable observation functions. The main contribution of this paper is to assess the cost of P1's unawareness: Suppose P1 misinterprets the sensor failures as probabilistic node failures due to unreliable network communication, and P2 is aware of P1's m…
Traditional game theory assumes that the players in the game are aware of the rules of the game. However, in practice, often the players are unaware or have only partial knowledge about the game they are playing. They may also have knowledge that other players have only partial knowledge of the game they are playing, which they can try to exploit. We present a novel mathematical formulation of such games. We make use of Kripke semantics, which are a way to keep track of what different players know and do not know about the world. We propose a notion of equilibrium for such games, and show that…
We prove communication complexity lower bounds for (possibly mixed) Nash equilibrium in potential games. In particular, we show that finding a Nash equilibrium requires $poly(N)$ communication in two-player $N \times N$ potential games, and $2^{poly(n)}$ communication in $n$-player two-action games. To the best of our knowledge, these are the first results to demonstrate hardness in any model of (possibly mixed) Nash equilibrium in potential games.
Secure equilibrium is a refinement of Nash equilibrium, which provides some security to the players against deviations when a player changes his strategy to another best response strategy. The concept of secure equilibrium is specifically developed for assume-guarantee synthesis and has already been applied in this context. Yet, not much is known about its existence in games with more than two players. In this paper, we establish the existence of secure equilibrium in two classes of multi-player perfect information turn-based games: (1) in games with possibly probabilistic transitions, having …
We give an algorithm for solving stochastic parity games with almost-sure winning conditions on lossy channel systems, for the case where the players are restricted to finite-memory strategies. First, we describe a general framework, where we consider the class of 2.5-player games with almost-sure parity winning conditions on possibly infinite game graphs, assuming that the game contains a finite attractor. An attractor is a set of states (not necessarily absorbing) that is almost surely re-visited regardless of the players' decisions. We present a scheme that characterizes the set of winning …
In this paper a new multiple access algorithm for cognitive radio networks based on game theory is presented. We address the problem of a multiple access system where the number of users and their types are unknown. In order to do this, the framework is modelled as a non-cooperative Poisson game in which all the players are unaware of the total number of devices participating (population uncertainty). We propose a scheme where failed attempts to transmit (collisions) are penalized. In terms of this, we calculate the optimum penalization in mixed strategies. The proposed scheme conveys to a Nas…
In this paper we study stochastic dynamic games with many players; these are a fundamental model for a wide range of economic applications. The standard solution concept for such games is Markov perfect equilibrium (MPE), but it is well known that MPE computation becomes intractable as the number of players increases. We instead consider the notion of stationary equilibrium (SE), where players optimize assuming the empirical distribution of others' states remains constant at its long run average. We make two main contributions. First, we provide a rigorous justification for using SE. In partic…
We introduce a natural variant of weighted voting games, which we refer to as k-Prize Weighted Voting Games. Such games consist of n players with weights, and k prizes, of possibly differing values. The players form coalitions, and the i-th largest coalition (by the sum of weights of its members) wins the i-th largest prize, which is then shared among its members. We present four solution concepts to analyse the games in this class, and characterise the existence of stable outcomes in games with three players and two prizes, and in games with uniform prizes. We then explore the efficiency of s…
We characterize epistemic consequences of truthful communication among rational agents in a game-theoretic setting. To this end we introduce normal-form games equipped with an interaction structure, which specifies which groups of players can communicate their preferences with each other. We then focus on a specific form of interaction, namely a distributed form of iterated elimination of strictly dominated strategies (IESDS), driven by communication among the agents. We study the outcome of IESDS after some (possibly all) messages about players' preferences have been sent. The main result of …
We study a model for switching strategies in the Prisoner's Dilemma game on adaptive networks of player pairings that coevolve as players attempt to maximize their return. We use a node-based strategy model wherein each player follows one strategy at a time (cooperate or defect) across all of its neighbors, changing that strategy and possibly changing partners in response to local changes in the network of player pairing and in the strategies used by connected partners. We compare and contrast numerical simulations with existing pair approximation differential equations for describing this sys…
Consider a set of agents who play a network game repeatedly. Agents may not know the network. They may even be unaware that they are interacting with other agents in a network. Possibly, they just understand that their payoffs depend on an unknown state that is, actually, an aggregate of the actions of their neighbors. Each time, every agent chooses an action that maximizes her instantaneous subjective expected payoff and then updates her beliefs according to what she observes. In particular, we assume that each agent only observes her realized payoff. A steady state of the resulting dynamic i…
We consider a general class of Bayesian Games where each players utility depends on his type (possibly multidimensional) and on the strategy profile and where players' types are distributed independently. We show that if their full information version for any fixed instance of the type profile is a smooth game then the Price of Anarchy bound implied by the smoothness property, carries over to the Bayes-Nash Price of Anarchy. We show how some proofs from the literature (item bidding auctions, greedy auctions) can be cast as smoothness proofs or be simplified using smoothness. For first price it…
Quantitative games are two-player zero-sum games played on directed weighted graphs. Total-payoff games (that can be seen as a refinement of the well-studied mean-payoff games) are the variant where the payoff of a play is computed as the sum of the weights. Our aim is to describe the first pseudo-polynomial time algorithm for total-payoff games in the presence of arbitrary weights. It consists of a non-trivial application of the value iteration paradigm. Indeed, it requires to study, as a milestone, a refinement of these games, called min-cost reachability games, where we add a reachability o…
We study a mean field game in continuous time over a finite horizon, T, where the state of each agent is binary and where players base their strategic decisions on two, possibly competing, factors: the willingness to align with the majority (conformism) and the aspiration of sticking with the own type (stubbornness). We also consider a quadratic cost related to the rate at which a change in the state happens: changing opinion may be a costly operation. Depending on the parameters of the model, the game may have more than one Nash equilibrium, even though the corresponding N-player game does no…
In this short note we give an example of a four-person finite positional game with perfect information that has no positions of chance and no Nash equilibria in pure stationary strategies. The corresponding directed graph has only one directed cycle and only five terminal positions. It remains open: (i) if the number $n$ of the players can be reduced from $4$ to $3$, (ii) if the number $p$ of the terminals can be reduced from $5$ to $4$, and most important, (iii) whether it is possible to get a similar example in which the outcome $c$ corresponding to all (possibly, more than one) directed cyc…
Motivated by applications to data networks where fast convergence is essential, we analyze the problem of learning in generic N-person games that admit a Nash equilibrium in pure strategies. Specifically, we consider a scenario where players interact repeatedly and try to learn from past experience by small adjustments based on local - and possibly imperfect - payoff information. For concreteness, we focus on the so-called "hedge" variant of the exponential weights algorithm where players select an action with probability proportional to the exponential of the action's cumulative payoff over t…
This paper investigates the impact of feedback quantization on multi-agent learning. In particular, we analyze the equilibrium convergence properties of the well-known "follow the regularized leader" (FTRL) class of algorithms when players can only observe a quantized (and possibly noisy) version of their payoffs. In this information-constrained setting, we show that coarser quantization triggers a qualitative shift in the convergence behavior of FTRL schemes. Specifically, if the quantization error lies below a threshold value (which depends only on the underlying game and not on the level of…
Imitating successful behavior is a natural and frequently applied approach to trust in when facing scenarios for which we have little or no experience upon which we can base our decision. In this paper, we consider such behavior in atomic congestion games. We propose to study concurrent imitation dynamics that emerge when each player samples another player and possibly imitates this agents' strategy if the anticipated latency gain is sufficiently large. Our main focus is on convergence properties. Using a potential function argument, we show that our dynamics converge in a monotonic fashion to…
When designing or analyzing multi-agent systems, a fundamental problem is responsibility ascription: to specify which agents are responsible for the joint outcome of their behaviors and to which extent. We model strategic multi-agent interaction as an extensive form game of imperfect information and define notions of forward (prospective) and backward (retrospective) responsibility. Forward responsibility identifies the responsibility of a group of agents for an outcome along all possible plays, whereas backward responsibility identifies the responsibility along a given play. We further distin…
The matching game is a cooperative game where the value of every coalition is the maximum revenue of players in the coalition can make by forming pairwise disjoint partners. The multiple partners matching game generalizes the matching game by allowing each player to have more than one possibly repeated partner. In this paper, we study profit-sharing in multiple partners matching games. A central concept for profit-sharing is the core which consists of all possible ways of distributing the profit among individual players such that the grand coalition remains intact. The core of multiple partner…
Empirical Centroid Fictitious Play: An Approach For Distributed Learning In Multi-Agent Games
Carnegie Mellon University(卡内基梅隆大学);Institute for Systems and Robotics (ISR), Instituto Superior Tecnico (IST), Technical University of Lisbon(里斯本技术学院系统机器人研究所)
We generalize two well-known game-theoretic models by introducing multiple partners matching games, defined by a graph $G=(N,E)$, with an integer vertex capacity function $b$ and an edge weighting $w$. The set $N$ consists of a number of players that are to form a set $M\subseteq E$ of 2-player coalitions $ij$ with value $w(ij)$, such that each player $i$ is in at most $b(i)$ coalitions. A payoff vector is a mapping $p: N \times N \rightarrow {\mathbb R}$ with $p(i,j)+p(j,i)=w(ij)$ if $ij\in M$ and $p(i,j)=p(j,i)=0$ if $ij\notin M$. The pair $(M,p)$ is called a solution. A pair of players $i,j…
Traditionally social sciences are interested in structuring people in multiple groups based on their individual preferences. This pa- per suggests an approach to this problem in the framework of a non- cooperative game theory. Definition of a suggested finite game includes a family of nested simultaneous non-cooperative finite games with intra- and inter-coalition externalities. In this family, games differ by the size of maximum coalition, partitions and by coalition structure formation rules. A result of every game consists of partition of players into coalitions and a payoff? profiles for e…
Nash equilibrium is a popular solution concept for solving imperfect-information games in practice. However, it has a major drawback: it does not preclude suboptimal play in branches of the game tree that are not reached in equilibrium. Equilibrium refinements can mend this issue, but have experienced little practical adoption. This is largely due to a lack of scalable algorithms. Sparse iterative methods, in particular first-order methods, are known to be among the most effective algorithms for computing Nash equilibria in large-scale two-player zero-sum extensive-form games. In this paper, w…
In this paper, we propose a novel user-cell association approach for wireless small cell networks that exploits previously unexplored context information extracted from users' devices, i.e., user equipments (UEs). Beyond characterizing precise quality of service (QoS) requirements that accurately reflect the UEs' application usage, our proposed cell association approach accounts for the devices' hardware type (e.g., smartphone, tablet, laptop). This approach has the practical benefit of enabling the small cells to make better informed cell association decisions that handle practical device-spe…
This paper studies the optimization of strategies in the context of possibly randomized two players zero-sum games with incomplete information. We compare 5 algorithms for tuning the parameters of strategies over a benchmark of 12 games. A first evolutionary approach consists in designing a highly randomized opponent (called naive opponent) and optimizing the parametric strategy against it; a second one is optimizing iteratively the strategy, i.e. constructing a sequence of strategies starting from the naive one. 2 versions of coevolutions, real and approximate, are also tested as well as a se…
University of Southern California(南加利福尼亚大学);National Key Laboratory for Novel Software Technology, Nanjing University(南京大学新型软件技术国家重点实验室)
Learning from repeated play in a fixed two-player zero-sum game is a classic problem in game theory and online learning. We consider a variant of this problem where the game payoff matrix changes over time, possibly in an adversarial manner. We first present three performance measures to guide the algorithmic design for this problem: 1) the well-studied individual regret, 2) an extension of duality gap, and 3) a new measure called dynamic Nash Equilibrium regret, which quantifies the cumulative difference between the player's payoff and the minimax game value. Next, we develop a single paramet…
In this paper, we study the problem of learning the set of pure strategy Nash equilibria and the exact structure of a continuous-action graphical game with quadratic payoffs by observing a small set of perturbed equilibria. A continuous-action graphical game can possibly have an uncountable set of Nash euqilibria. We propose a $\ell_{12}-$ block regularized method which recovers a graphical game, whose Nash equilibria are the $ε$-Nash equilibria of the game from which the data was generated (true game). Under a slightly stringent condition on the parameters of the true game, our method recover…
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural in situations where several - possibly conflicting - performance criteria like time and energy consumption are relevant. Such conjunctive combinations are the most studied multi-objective setting in the literature. In this paper, we consider the dual disjunctive problem. More concretely, we study turn-based stochastic two-player games on graphs where the wi…
University of Wisconsin-Madison(威斯康星大学麦迪逊分校);Stanford University(斯坦福大学);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所);Grenoble INP(格勒诺布尔理工学院);Criteo AI Lab(科韬人工智能实验室);University of California, Berkeley(加州大学伯克利分校)
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are …
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural in situations where several - possibly conflicting - performance criteria like time and energy consumption are relevant. Such conjunctive combinations are the most studied multi-objective setting in the literature. In this paper, we consider the dual disjunctive problem. More concretely, we study turn-based stochastic two-player games on graphs where the wi…
A central task of artificial intelligence is the design of artificial agents that act towards specified goals in partially observed environments. Since such environments frequently include interaction over time with other agents with their own goals, reasoning about such interaction relies on sequential game-theoretic models such as extensive-form games or some of their succinct representations such as multi-agent influence diagrams. The current algorithms for calculating equilibria either work with inefficient representations, possibly doubly exponential inthe number of time steps, or place s…