Best response (BR) dynamics is a natural method by which players proceed toward a pure Nash equilibrium via a local search method. The quality of the equilibrium reached may depend heavily on the order by which players are chosen to perform their best response moves. A {\em deviator rule} $S$ is a method for selecting the next deviating player. We provide a measure for quantifying the performance of different deviator rules. The {\em inefficiency} of a deviator rule $S$ is the maximum ratio, over all initial profiles $p$, between the social cost of the worst equilibrium reachable by $S$ from $p$ and the social cost of the best equilibrium reachable from $p$. This inefficiency always lies between $1$ and the {\em price of anarchy}.
We study the inefficiency of various deviator rules in network formation games and job scheduling games (both are congestion games, where BR dynamics always converges to a pure NE). For some classes of games, we compute optimal deviator rules. Furthermore, we define and study a new class of deviator rules, called {\em local} deviator rules. Such rules choose the next deviator as a function of a restricted set of parameters, and satisfy a natural condition called {\em independence of irrelevant players}. We present upper bounds on the inefficiency of some local deviator rules, and also show that for some classes of games, no local deviator rule can guarantee inefficiency lower than the price of anarchy.
This note, suitable for a lecture in an advanced undergraduate or basic graduate course on the economic theory of networks, exposits basic ideas of linear best-response games and their equilibria.
We study the convergence time of the best response dynamics in player-specific singleton congestion games. It is well known that this dynamics can cycle, although from every state a short sequence of best responses to a Nash equilibrium exists. Thus, the random best response dynamics, which selects the next player to play a best response uniformly at random, terminates in a Nash equilibrium with probability one. In this paper, we are interested in the expected number of best responses until the random best response dynamics terminates. As a first step towards this goal, we consider games in wh…
Repeated games are difficult to analyze, especially when agents play mixed strategies. We study one-memory strategies in iterated prisoner's dilemma, then generalize the result to k-memory strategies in repeated games. Our result shows that there always exists a pure strategy best response, which can be computed with SMT or MDP solvers. However, there may not exist such pure strategy best response in multi-agent tournaments. All source code is released for verification.
We describe an algorithm for computing best response strategies in a class of two-player infinite games of incomplete information, defined by payoffs piecewise linear in agents' types and actions, conditional on linear comparisons of agents' actions. We show that this class includes many well-known games including a variety of auctions and a novel allocation game. In some cases, the best-response algorithm can be iterated to compute Bayes-Nash equilibria. We demonstrate the efficiency of our approach on existing and new games.
Logit-response dynamics (Alos-Ferrer and Netzer, Games and Economic Behavior 2010) are a rich and natural class of noisy best-response dynamics. In this work we revise the price of anarchy and the price of stability by considering the quality of long-run equilibria in these dynamics. Our results show that prior studies on simpler dynamics of this type can strongly depend on a synchronous schedule of the players' moves. In particular, a small noise by itself is not enough to improve the quality of equilibria as soon as other very natural schedules are used.
In this paper we develop a novel approach to the convergence of Best-Response Dynamics for the family of interference games. Interference games represent the fundamental resource allocation conflict between users of the radio spectrum. In contrast to congestion games, interference games are generally not potential games. Therefore, proving the convergence of the best-response dynamics to a Nash equilibrium in these games requires new techniques. We suggest a model for random interference games, based on the long term fading governed by the players' geometry. Our goal is to prove convergence of…
The decisions that human beings make to allocate time has significant bearing on economic output and to the sustenance of social networks. The time allocation problem motivates our formal analysis of the resource allocation game, where agents on a social network, who have asymmetric, private interaction preferences, make decisions on how to allocate time, a bounded endowment, over their neighbors. Unlike the well-known opinion formation game on a social network, our game appears not to be a potential game, and the Best-Response dynamics is non-differentiable making the analysis of Best-Respons…
This paper combines ideas from Q-learning and fictitious play to define three reinforcement learning procedures which converge to the set of stationary mixed Nash equilibria in identical interest discounted stochastic games. First, we analyse three continuous-time systems that generalize the best-response dynamics defined by Leslie et al. for zero-sum discounted stochastic games. Under some assumptions depending on the system, the dynamics are shown to converge to the set of stationary equilibria in identical interest discounted stochastic games. Then, we introduce three analog discrete-time p…
With the growth of the internet it is becoming increasingly important to understand how the behaviour of players is affected by the topology of the network interconnecting them. Many models which involve networks of interacting players have been proposed and best response games are amongst the simplest. In best response games each vertex simultaneously updates to employ the best response to their current surroundings. We concentrate upon trying to understand the dynamics of best response games on regular graphs with many strategies. When more than two strategies are present highly complex dyna…
Inspired by scenarios where the strategic network design and defense or immunisation are of the central importance, Goyal et al. [3] defined a new Network Formation Game with Attack and Immunisation. The authors showed that despite the presence of attacks, the game has high social welfare properties and even though the equilibrium networks can contain cycles, the number of edges is strongly bounded. Subsequently, Friedrich et al. [10] provided a polynomial time algorithm for computing a best response strategy for the maximum carnage adversary which tries to kill as many nodes as possible, and …
Memory-one strategies are a set of Iterated Prisoner's Dilemma strategies that have been praised for their mathematical tractability and performance against single opponents. This manuscript investigates best response memory-one strategies with a theory of mind for their opponents. The results add to the literature that has shown that extortionate play is not always optimal by showing that optimal play is often not extortionate. They also provide evidence that memory-one strategies suffer from their limited memory in multi agent interactions and can be out performed by optimised strategies wit…
It is well-known that for infinitely repeated games, there are computable strategies that have best responses, but no computable best responses. These results were originally proved for either specific games (e.g., Prisoner's dilemma), or for classes of games satisfying certain conditions not known to be both necessary and sufficient. We derive a complete characterization in the form of simple necessary and sufficient conditions for the existence of a computable strategy without a computable best response under limit-of-means payoff. We further refine the characterization by requiring the stra…
This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a Nash-Equilibrium (NE) in such games, namely Monte-Carlo Tree Search (MCTS) and Monte-Carlo Counterfactual Regret Minimization (MCCFR). MCTS has been proven to approximate a NE in perfect-information games. We show that the algorithm quickly finds a reasonably strong strategy (but not a NE) in a complex imperfect information game, i.e. Poker. MCCFR on the other hand has th…
Artificial intelligence and robotic competitions are accompanied by a class of game paradigms in which each player privately commits a strategy to a game system which simulates the game using the collected joint strategy and then returns payoffs to players. This paper considers the strategy commitment for two-player symmetric games in which the players' strategy spaces are identical and their payoffs are symmetric. First, we introduce two digraph-based metrics at a meta-level for strategy evaluation in two-agent reinforcement learning, grounded on sink equilibrium. The metrics rank the strateg…
One attractive approach to market dynamics is the level $k$ model in which a level $0$ player adopts a very simple response to current conditions, a level $1$ player best-responds to a model in which others take level $0$ actions, and so forth. (This is analogous to $k$-ply exploration of game trees in AI, and to receding-horizon control in control theory.) If players have deterministic mental models with this kind of finite-level response, there is obviously no way their mental models can all be consistent. Nevertheless, there is experimental evidence that people act this way in many situatio…
We introduce a game of trusted computation in which a sensor equipped with limited computing power leverages a central node to evaluate a specified function over a large dataset, collected over time. We assume that the central computer can be under attack and we propose a strategy where the sensor retains a limited amount of the data to counteract the effect of attack. We formulate the problem as a two player game in which the sensor (defender) chooses an optimal fusion strategy using both the non-trusted output from the central computer and locally stored trusted data. The attacker seeks to c…
Sequential allocation is a simple allocation mechanism in which agents are given pre-specified turns and each agents gets the most preferred item that is still available. It has long been known that sequential allocation is not strategyproof. Bouveret and Lang (2014) presented a polynomial-time algorithm to compute a best response of an agent with respect to additively separable utilities and claimed that (1) their algorithm correctly finds a best response, and (2) each best response results in the same allocation for the manipulator. We show that both claims are false via an example. We then …
Best-response mechanisms (Nisan, Schapira, Valiant, Zohar, 2011) provide a unifying framework for studying various distributed protocols in which the participants are instructed to repeatedly best respond to each others' strategies. Two fundamental features of these mechanisms are convergence and incentive compatibility. This work investigates convergence and incentive compatibility conditions of such mechanisms when players are not guaranteed to always best respond but they rather play an imperfect best-response strategy. That is, at every time step every player deviates from the prescribed b…
The seminal impossibility result of Myerson and Satterthwaite (1983) states that for bilateral trade, there is no mechanism that is individually rational (IR), incentive compatible (IC), weakly budget balanced, and efficient. This has led follow-up work on two-sided trade settings to weaken the efficiency requirement and consider approximately efficient simple mechanisms, while still demanding the other properties. The current state-of-the-art of such mechanisms for two-sided markets can be categorized as giving one (but not both) of the following two types of approximation guarantees on the g…
We present efficient algorithms for computing optimal or approximately optimal strategies in a zero-sum game for which Player I has n pure strategies and Player II has an arbitrary number of pure strategies. We assume that for any given mixed strategy of Player I, a best response or "approximate" best response of Player II can be found by an oracle in time polynomial in n. We then show how our algorithms may be applied to several search games with applications to security and counter-terrorism. We evaluate our main algorithm experimentally on a prototypical search game. Our results show it per…
Approximating a Nash equilibrium is currently the best performing approach for creating poker-playing programs. While for the simplest variants of the game, it is possible to evaluate the quality of the approximation by computing the value of the best response strategy, this is currently not computationally feasible for larger variants of the game, such as heads-up no-limit Texas hold'em. In this paper, we present a simple and computationally inexpensive Local Best Response method for computing an approximate lower bound on the value of the best response strategy. Using this method, we show th…
We address the issue of the effects of considering a network of contacts on the emergence of cooperation on social dilemmas under myopic best response dynamics. We begin by summarizing the main features observed under less intellectually demanding dynamics, pointing out their most relevant general characteristics. Subsequently we focus on the new framework of best response. By means of an extensive numerical simulation program we show that, contrary to the rest of dynamics considered so far, best response is largely unaffected by the underlying network, which implies that, in most cases, no pr…
The Rock-Paper-Scissors (RPS) game is a classic non-cooperative game widely studied in terms of its theoretical analysis as well as in its applications, ranging from sociology and biology to economics. Many experimental results of the RPS game indicate that this game is better modelled by the discretized best-response dynamics rather than continuous time dynamics. In this work we show that the attractor of the discrete time best-response dynamics of the RPS game is finite and periodic. Moreover we also describe the bifurcations of the attractor and determine the exact number, period and locati…
We present a deterministic polynomial-time algorithm for computing $d^{d+o(d)}$-approximate (pure) Nash equilibria in (proportional sharing) weighted congestion games with polynomial cost functions of degree at most $d$. This is an exponential improvement of the approximation factor with respect to the previously best deterministic algorithm. An appealing additional feature of the algorithm is that it only uses best-improvement steps in the actual game, as opposed to the previously best algorithms, that first had to transform the game itself. Our algorithm is an adaptation of the seminal algor…
Threshold models and their dynamics may be used to model the spread of `behaviors' in social networks. Regarding such from a modal logical perspective, it is shown how standard update mechanisms may be emulated using action models -- graphs encoding agents' decision rules. A small class of action models capturing the possible sets of decision rules suitable for threshold models is identified, and shown to include models characterizing best-response dynamics of both coordination and anti-coordination games played on graphs.
The notion of fault tolerant Nash equilibria has been introduced as a way of studying the robustness of Nash equilibria. Under this notion, a fixed number of players are allowed to exhibit faulty behavior in which they may deviate arbitrarily from an equilibrium strategy. A Nash equilibrium in a game with $N$ players is said to be $α$-tolerant if no non-faulty user wants to deviate from an equilibrium strategy as long as $N-α-1$ other players are playing the equilibrium strategies, i.e., it is robust to deviations from rationality by $α$ faulty players. In prior work, $α$-tolerance has been la…
We consider games of strategic substitutes and strategic complements on networks. We introduce two different evolutionary dynamics in order to refine their multiplicity of equilibria, and we analyse the system through a mean field approach. We find that for the best-shot game, taken as a model for substitutes, a replicator-like dynamics does not lead to Nash equilibria, whereas it leads to unique equilibria (full cooperation or full defection, depending on the initial condition and the game parameter) for complements, represented by a coordination game. On the other hand, when the dynamics bec…
In this work we completely characterize how the frequency with which each player participates in the game dynamics affects the possibility of reaching efficient states, i.e., states with an approximation ratio within a constant factor from the price of anarchy, within a polynomially bounded number of best responses. We focus on the well known class of congestion games and we show that, if each player is allowed to play at least once and at most $β$ times any $T$ best responses, states with approximation ratio $O(β)$ times the price of anarchy are reached after $T \lceil \log \log n \rceil$ bes…
We study learning dynamics induced by strategic agents who repeatedly play a game with an unknown payoff-relevant parameter. In this dynamics, a belief estimate of the parameter is repeatedly updated given players' strategies and realized payoffs using Bayes's rule. Players adjust their strategies by accounting for best response strategies given the belief. We show that, with probability 1, beliefs and strategies converge to a fixed point, where the belief consistently estimates the payoff distribution for the strategy, and the strategy is an equilibrium corresponding to the belief. However, l…
We consider two-player normal form games where each player has the same finite strategy set. The payoffs of each player are assumed to be i.i.d. random variables with a continuous distribution. We show that, with high probability, the better-response dynamics converge to pure Nash equilibrium whenever there is one, whereas best-response dynamics fails to converge, as it is trapped.
Envy Cycle Elimination with Strategic Agents: Best Responses and Fairness Guarantees
Athens University of Economics and Business(雅典经济与商业大学);Archimedes / Athena RC(阿尔基米德/雅典研究计算中心);University of Liverpool(利物浦大学);University of Amsterdam(阿姆斯特丹大学)
Carnegie Mellon University(卡内基梅隆大学);Georgia Institute of Technology(佐治亚理工学院)
We examine an important setting for engineered systems in which low-power distributed sensors are each making highly noisy measurements of some unknown target function. A center wants to accurately learn this function by querying a small number of sensors, which ordinarily would be impossible due to the high noise rate. The question we address is whether local communication among sensors, together with natural best-response dynamics in an appropriately-defined game, can denoise the system without destroying the true signal and allow the center to succeed from only a small number of active quer…
Mechanism design for fully strategic agents commonly assumes broadcast nature of communication between agents of the system. Moreover, for mechanism design, the stability of Nash equilibrium (NE) is demonstrated by showing convergence of specific pre-designed learning dynamics, rather than for a class of learning dynamics. In this paper we consider two common resource allocation problems: sharing $ K $ infinitely divisible resources among strategic agents for their private consumption (private goods), and determining the level for an infinitely divisible public good with $ P $ features, that i…
In a combinatorial auction with item bidding, agents participate in multiple single-item second-price auctions at once. As some items might be substitutes, agents need to strategize in order to maximize their utilities. A number of results indicate that high welfare can be achieved this way, giving bounds on the welfare at equilibrium. Recently, however, criticism has been raised that equilibria are hard to compute and therefore unlikely to be attained. In this paper, we take a different perspective. We study simple best-response dynamics. That is, agents are activated one after the other and …
We study public goods games played on networks with possibly non-reciprocal relationships between players. Examples for this type of interactions include one-sided relationships, mutual but unequal relationships, and parasitism. It is well known that many simple learning processes converge to a Nash equilibrium if interactions are reciprocal, but this is not true in general for directed networks. However, by a simple tool of rescaling the strategy space, we generalize the convergence result for a class of directed networks and show that it is characterized by transitive weight matrices. Additi…
With the blasting increase of wireless data traffic, incumbent wireless service providers (WSPs) face critical challenges in provisioning spectrum resource. Given the permission of unlicensed access to TV white spaces, WSPs can alleviate their burden by exploiting the concept of "capacity offload" to transfer part of their traffic load to unlicensed spectrum. For such use cases, a central problem is for WSPs to coexist with others, since all of them may access the unlicensed spectrum without coordination thus interfering each other. Game theory provides tools for predicting the behavior of WSP…
We study an independent best-response dynamics on network games in which the nodes (players) decide to revise their strategies independently with some probability. We provide several bounds on the convergence time to an equilibrium as a function of this probability, the degree of the network, and the potential of the underlying games. These dynamics are somewhat more suitable for distributed environments than the classical better- and best-response dynamics where players revise their strategies "sequentially", i.e., no two players revise their strategies simultaneously.
We consider evolutionary games on a population whose underlying topology of interactions is determined by a binomial random graph $G(n,p)$. Our focus is on 2-player symmetric games with 2 strategies played between the incident members of such a population. Players update their strategies synchronously. At each round, each player selects the strategy that is the best response to the current set of strategies its neighbours play. We show that such a system reduces to generalised majority and minority dynamics. We show rapid convergence to unanimity for $p$ in a range that depends on a certain ch…