We explore the computational complexity of computing pure Nash equilibria for a new class of strategic games called integer programming games with difference of piecewise linear convex payoffs. Integer programming games are games where players' action sets are integer points inside of polytopes. Using recent results from the study of short rational generating functions for encoding sets of integer points pioneered by Alexander Barvinok, we present efficient algorithms for enumerating all pure Nash equilibria, and other computations of interest, such as the pure price of anarchy, and pure threat point, when the dimension and number of "convex" linear pieces in the payoff functions are fixed. Sequential games where a leader is followed by competing followers (a Stackelberg--Nash setting) are also considered.
The following four classes of computational problems are equivalent: solving matrix games, solving linear programs, best $l^{\infty}$ linear approximation, best $l^1$ linear approximation.
In recent work, semantic games of independence-friendly logic were studied in strategic form in terms of (mixed strategy) Nash equilibria. The class of strategic games of independence-friendly logic is contained in the class of win-loss, zero-sum two-player games. In this note we draw on the theory of linear programming to develop tools to analyze the value of such games. We give two applications of these tools to independence-friendly logic under the so-called equilibrium semantics.
We investigate the effect of information asymmetry on a dynamic Cournot duopoly game with bounded rationality. Concretely, we study how one player's possession of information about the other player's behavior in a duopoly affects the stability of the Cournot-Nash equilibrium. We theoretically and numerically show that the information stabilizes the Cournot-Nash equilibrium and suppresses chaotic behavior in the duopoly.
Electric boolean games are compact representations of games where the players have qualitative objectives described by LTL formulae and have limited resources. We study the complexity of several decision problems related to the analysis of rationality in electric boolean games with LTL objectives. In particular, we report that the problem of deciding whether a profile is a Nash equilibrium in an iterated electric boolean game is no harder than in iterated boolean games without resource bounds. We show that it is a PSPACE-complete problem. As a corollary, we obtain that both rational eliminatio…
We present ZERO, a modular and extensible C++ library interfacing Mathematical Programming and Game Theory. ZERO provides a comprehensive toolkit of modeling interfaces and algorithms for Reciprocally Bilinear Games (RBGs), i.e., simultaneous non-cooperative games where each player solves a mathematical program with a linear objective in the player's variable and bilinear in its opponents' variables. This class of games generalizes the classical problems of Operations Research to a multi-agent setting. ZERO modular structure gives users all the elementary ingredients to design new game-theoret…
This article presents a unified probabilistic framework that allows both rational and irrational decision making to be theoretically investigated and simulated in classical and quantum games. Rational choice theory is a basic component of game theoretic models, which assumes that a decision maker chooses the best action according to their preferences. In this article, we define irrationality as a deviation from a rational choice. Bistable probabilities are proposed as a principled and straight forward means for modeling irrational decision making in games. Bistable variants of classical and qu…
The Nash equilibrium paradigm, and Rational Choice Theory in general, rely on agents acting independently from each other. This note shows how this assumption is crucial in the definition of Rational Choice Theory. It explains how a consistent Alternate Rational Choice Theory, as suggested by Jean-Pierre Dupuy, can be built on the exact opposite assumption, and how it provides a viable account for alternate, actually observed behavior of rational agents that is based on correlations between their decisions. The end goal of this note is three-fold: (i) to motivate that the Perfect Prediction Eq…
We analyze cooperative Cournot games with boundedly rational firms. Due to cogni- tive constraints, the members of a coalition cannot accurately predict the coalitional structure of the non-members. Thus, they compute their value using simple heuris- tics. In particular, they assign various non-equilibrium probability distributions over the outsiders' set of partitions. We construct the characteristic function of a coalition in such an environment and we analyze the core of the corresponding games. We show that the core is non-empty provided the number of firms in the market is sufficiently la…
Semidefinite programming can be considered over any real closed field, including fields of Puiseux series equipped with their nonarchimedean valuation. Nonarchimedean semidefinite programs encode parametric families of classical semidefinite programs, for sufficiently large values of the parameter. Recently, a correspondence has been established between nonarchimedean semidefinite programs and stochastic mean payoff games with perfect information. This correspondence relies on tropical geometry. It allows one to solve generic nonarchimedean semidefinite feasibility problems, of large scale, by…
The efficiency of a game is typically quantified by the price of anarchy (PoA), defined as the worst ratio of the objective function value of an equilibrium --- solution of the game --- and that of an optimal outcome. Given the tremendous impact of tools from mathematical programming in the design of algorithms and the similarity of the price of anarchy and different measures such as the approximation and competitive ratios, it is intriguing to develop a duality-based method to characterize the efficiency of games. In the paper, we present an approach based on linear programming duality to stu…
We introduce a class of extensive form games where players might not be able to foresee the possible consequences of their decisions and form a model of their opponents which they exploit to achieve a more profitable outcome. We improve upon existing models of games with limited foresight, endowing players with the ability of higher-order reasoning and proposing a novel solution concept to address intuitions coming from real game play. We analyse the resulting equilibria, devising an effective procedure to compute them.
In many countries poker is one of the most popular card games. Although each variant of poker has its own rules, all involve the use of money to make the challenge meaningful. Nowadays, in the collective consciousness, some variants of poker are referred to as games of skill, others as gambling. A poker table can be viewed as a psychology lab, where human behavior can be observed and quantified. This work provides a preliminary analysis of the role of rationality in poker games, using a stylized version of Texas Hold'em. In particular, we compare the performance of two different kinds of playe…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the players have a partial observability, however, the evader is given an advantage of knowing the current position of the units of the pursuer. This setting is particularly interesting for security domains where a robust strategy, designed to maximize the utility in the worst-case scenario, is often desirable. We provide, to the best of our knowledge, the first a…
This paper 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 (2018) on weighted voting games. How…
A traditional assumption in game theory is that players are opaque to one another---if a player changes strategies, then this change in strategies does not affect the choice of other players' strategies. In many situations this is an unrealistic assumption. We develop a framework for reasoning about games where the players may be translucent to one another; in particular, a player may believe that if she were to change strategies, then the other player would also change strategies. Translucent players may achieve significantly more efficient outcomes than opaque ones. Our main result is a char…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these im…
Escalation is a typical feature of infinite games. Therefore tools conceived for studying infinite mathematical structures, namely those deriving from coinduction are essential. Here we use coinduction, or backward coinduction (to show its connection with the same concept for finite games) to study carefully and formally the infinite games especially those called dollar auctions, which are considered as the paradigm of escalation. Unlike what is commonly admitted, we show that, provided one assumes that the other agent will always stop, bidding is rational, because it results in a subgame perf…
Basic programming and algorithm learning is one of the compulsory subjects required for students majoring in computers. As this lesson is knowledge base, it is very important and essential that before learn programmings languages students must be encourages to learn it to avoid difficulties that by using the algorithm learning games application with Near Isometric Projection, Students or prospective students become more interested in learning algorithms and programming. In this study, basic learning algorithms focused on the material Sequencing, Overloading, Procedures, Recursive Loops and Con…
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all real-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. This paper shows that the same information theoretic mathematical structure, known as Product Distribution (PD) theory, addresses both issues. In this, PD theory not only provides a principled formulation of bounded rationality and a set of new types of mean field theory in statistical …
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these im…
Stockholm University(斯德哥尔摩大学);University of Helsinki(赫尔辛基大学);Tampere University(坦佩雷大学);ENS Paris-Saclay(巴黎萨克雷高等师范学校)
We study pure coordination games where in every outcome, all players have identical payoffs, 'win' or 'lose'. We identify and discuss a range of 'purely rational principles' guiding the reasoning of rational players in such games and analyze which classes of coordination games can be solved by such players with no preplay communication or conventions. We observe that it is highly nontrivial to delineate a boundary between purely rational principles and other decision methods, such as conventions, for solving such coordination games.
This paper uses value functions to characterize the pure-strategy subgame-perfect equilibria of an arbitrary, possibly infinite-horizon game. It specifies the game's extensive form as a pentaform (Streufert 2023p, arXiv:2107.10801v4), which is a set of quintuples formalizing the abstract relationships between nodes, actions, players, and situations (situations generalize information sets). Because a pentaform is a set, this paper can explicitly partition the game form into piece forms, each of which starts at a (Selten) subroot and contains all subsequent nodes except those that follow a subse…
We introduce two min-max problems: the first problem is to minimize the supremum of finitely many rational functions over a compact basic semi-algebraic set whereas the second problem is a 2-player zero-sum polynomial game in randomized strategies and with compact basic semi-algebraic pure strategy sets. It is proved that their optimal solution can be approximated by solving a hierarchy of semidefinite relaxations, in the spirit of the moment approach developed in Lasserre. This provides a unified approach and a class of algorithms to approximate all Nash equilibria and min-max strategies of m…
Matter, especially DNA, is now programmed to carry out useful processes at the nanoscale. As these programs and processes become more complex and their envisioned safety-critical applications approach deployment, it is essential to develop methods for engineering trustworthiness into molecular programs. Some of this can be achieved by adapting existing software engineering methods, but molecular programming also presents new challenges that will require new methods. This paper presents a method for dealing with one such challenge, namely, the difficulty of ascertaining how robust a molecular p…
Interactive-proof games model the scenario where an honest party interacts with powerful but strategic provers, to elicit from them the correct answer to a computational question. Interactive proofs are increasingly used as a framework to design protocols for computation outsourcing. Existing interactive-proof games largely fall into two categories: either as games of cooperation such as multi-prover interactive proofs and cooperative rational proofs, where the provers work together as a team; or as games of conflict such as refereed games, where the provers directly compete with each other in…
We explore the power of semidefinite programming (SDP) for finding additive $epsilon$-approximate Nash equilibria in bimatrix games. We introduce an SDP relaxation for a quadratic programming formulation of the Nash equilibrium (NE) problem and provide a number of valid inequalities to improve the quality of the relaxation. If a rank-1 solution to this SDP is found, then an exact NE can be recovered. We show that for a strictly competitive game, our SDP is guaranteed to return a rank-1 solution. We propose two algorithms based on iterative linearization of smooth nonconvex objective functions …
Designing efficient algorithms to compute Nash equilibria poses considerable challenges in Algorithmic Game Theory and Optimization. In this work, we employ integer programming techniques to compute Nash equilibria in Integer Programming Games, a class of simultaneous and non-cooperative games where each player solves a parametrized integer program. We introduce ZERO Regrets, a general and efficient cutting plane algorithm to compute, enumerate, and select Nash equilibria. Our framework leverages the concept of equilibrium inequality, an inequality valid for any Nash equilibrium, and the assoc…
Over the last decade, combinatorial algorithms have been obtained for exactly solving several nonlinear convex programs. We first provide a formal context to this activity by introducing the notion of {\em rational convex programs} -- this also enables us to identify a number of questions for further study. So far, such algorithms were obtained for total problems only. Our main contribution is developing the methodology for handling non-total problems, i.e., their associated convex programs may be infeasible for certain settings of the parameters. The specific problem we study pertains to a Na…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing algorithms require a number of samples exponential in the number of players to learn rationalizable equilibria under bandit feedback. This paper develops the first line of efficient algorithms for learning rationalizable Coarse Correlated Equilibria (CCE) and Correlated Equilibria (CE) whose sample complexities are polynomial in all problem parameters includ…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non cooperative rational synthesis problem that relies solely on game theoretic technique as opposed to previous approaches that are logic based. Thanks to this approach, we construct a zero-sum turn-based game that can be adapted to each one of the afore mentioned objectives thus obtain new complexity results. In particular, we show that reachability, safety, Büc…
Escalation is a typical feature of infinite games. Therefore tools conceived for studying infinite mathematical structures, namely those deriving from coinduction are essential. Here we use coinduction, or backward coinduction (to show its connection with the same concept for finite games) to study carefully and formally the infinite games especially those called dollar auctions, which are considered as the paradigm of escalation. Unlike what is commonly admitted, we show that, provided one assumes that the other agent will always stop, bidding is rational, because it results in a subgame perf…
A traditional assumption in game theory is that players are opaque to one another -- if a player changes strategies, then this change in strategies does not affect the choice of other players' strategies. In many situations this is an unrealistic assumption. We develop a framework for reasoning about games where the players may be translucent to one another; in particular, a player may believe that if she were to change strategies, then the other player would also change strategies. Translucent players may achieve significantly more efficient outcomes than opaque ones. Our main result is a cha…
Cut games are among the most fundamental strategic games in algorithmic game theory. It is well-known that computing an exact pure Nash equilibrium in these games is PLS-hard, so research has focused on computing approximate equilibria. We present a polynomial-time algorithm that computes $2.7371$-approximate pure Nash equilibria in cut games. This is the first improvement to the previously best-known bound of $3$, due to the work of Bhalgat, Chakraborty, and Khanna from EC 2010. Our algorithm is based on a general recipe proposed by Caragiannis, Fanelli, Gravin, and Skopalik from FOCS 2011 an…
We consider two classes of constrained finite state-action stochastic games. First, we consider a two player nonzero sum single controller constrained stochastic game with both average and discounted cost criterion. We consider the same type of constraints as in [1], i.e., player 1 has subscription based constraints and player 2, who controls the transition probabilities, has realization based constraints which can also depend on the strategies of player 1. Next, we consider a N -player nonzero sum constrained stochastic game with independent state processes where each player has average cost …
An extension of the WHILE-language is developed for programming game-theoretic mechanisms involving multiple agents. Examples of such mechanisms include auctions, voting procedures, and negotiation protocols. A structured operational semantics is provided in terms of extensive games of almost perfect information. Hoare-style partial correctness assertions are proposed to reason about the correctness of these mechanisms, where correctness is interpreted as the existence of a subgame perfect equilibrium. Using an extensional approach to pre- and postconditions, we show that an extension of Hoare…
Monash University(莫纳什大学);University of Oxford(牛津大学);University of Kaiserslautern(凯泽斯劳滕大学)
Rational verification is the problem of determining which temporal logic properties will hold in a multi-agent system, under the assumption that agents in the system act rationally, by choosing strategies that collectively form a game-theoretic equilibrium. Previous work in this area has largely focussed on deterministic systems. In this paper, we develop the theory and algorithms for rational verification in probabilistic systems. We focus on concurrent stochastic games (CSGs), which can be used to model uncertainty and randomness in complex multi-agent environments. We study the rational ver…
We provide a series of algorithms demonstrating that solutions according to the fundamental game-theoretic solution concept of closed under rational behavior (CURB) sets in two-player, normal-form games can be computed in polynomial time (we also discuss extensions to n-player games). First, we describe an algorithm that identifies all of a player's best responses conditioned on the belief that the other player will play from within a given subset of its strategy space. This algorithm serves as a subroutine in a series of polynomial-time algorithms for finding all minimal CURB sets, one minima…
A Nash equilibrium has become important solution concept for analyzing the decision making in Game theory. In this paper, we consider the problem of computing Nash equilibria of a subclass of generic finite normal form games. We define "rational payoff irrational equilibria games" to be the games with all rational payoffs and all irrational equilibria. We present a purely algebraic method for computing all Nash equilibria of these games that uses knowledge of Galois groups. Some results, showing properties of the class of games, and an example to show working of the method concludes the paper.
We study repeated games where players use an exponential learning scheme in order to adapt to an ever-changing environment. If the game's payoffs are subject to random perturbations, this scheme leads to a new stochastic version of the replicator dynamics that is quite different from the "aggregate shocks" approach of evolutionary game theory. Irrespective of the perturbations' magnitude, we find that strategies which are dominated (even iteratively) eventually become extinct and that the game's strict Nash equilibria are stochastically asymptotically stable. We complement our analysis by illu…