Combinatorial Game Theory(CGT)is a branch of Game Theory that has developed largely independently of Economic Game Theory (EGT), and is concerned with deep mathematical properties of two-player zero-sum games recursively defined over various combinatorial structures. The aim of this work is to lay the foundations for bridging the conceptual and technical gaps between CGT and EGT, here interpreted as multiplayer Extensive Form Games, so that they can be treated within a unified framework. More specifically, we introduce a class of $n$-player, general-sum games, called {\sc Cumulative Games}, which can be analyzed using tools from both CGT and EGT. We show how two of the most fundamental definitions of CGT, the outcome function and the disjunctive sum operator, naturally extend to the class of {\sc Cumulative Games}. The outcome function allows for efficient equilibrium computation under certain restrictions, while the disjunctive sum operator lets us define a partial order over games according to the advantage that a given player has. Finally, we show that any Extensive Form Game can be written as a {\sc Cumulative Game}.
我们研究零和(组合)游戏,在所谓的Richman拍卖(Lazarus et al. 1996)的框架内,即我们将交替游戏评分规则累积减法(CS)(Cohensius et al. 2019)修改为离散投标方案(类似于Reynin和Payne 2010)。玩家出价移动,出价最高的玩家赢得移动,并将获胜的出价金额交给另一名玩家。这款游戏被称为Bidding Cumulative Subtraction(BCS)。在所谓的单一游戏中,玩家从一堆相同的物品中取出一件物品,直到堆为空,他们的行动产生一个共同的分数,该分数增加或减少一个单位,取决于最大化玩家是否赢得了回合。我们发现,有一个独特的投标均衡的一个更大的类的游戏,推广标准的评分发挥在文献中。我们证明,对于所有足够大的堆大小,酉BCS的均衡结果最终是周期性的,周期为2,我们表明,周期性出现在最新的堆的大小平方的总预算。
We consider repeated games where the players behave according to cumulative prospect theory (CPT). We show that, when the players have calibrated strategies and behave according to CPT, the natural analog of the notion of correlated equilibrium in the CPT case, as defined by Keskin, is not enough to capture all subsequential limits of the empirical distribution of action play. We define the notion of a mediated CPT correlated equilibrium via an extension of the stage game to a so-called mediated game. We then show, along the lines of the result of Foster and Vohra about convergence to the set …
We study the game redesign problem in which an external designer has the ability to change the payoff function in each round, but incurs a design cost for deviating from the original game. The players apply no-regret learning algorithms to repeatedly play the changed games with limited feedback. The goals of the designer are to (i) incentivize all players to take a specific target action profile frequently; and (ii) incur small cumulative design cost. We present game redesign algorithms with the guarantee that the target action profile is played in T-o(T) rounds while incurring only o(T) cumul…
Who gains and who loses from a manipulable school-choice mechanism? Studying the outcomes of sincere and sophisticated students under the manipulable Boston Mechanism as compared with the strategy-proof Deferred Acceptance, we provide robust "anything-goes" theorems for large random markets with coarse priority structures. I.e., there are many sincere and sophisticated students who prefer the Boston Mechanism to Deferred Acceptance, and vice versa. Some populations may even benefit from being sincere (if also perceived as such). Our findings reconcile qualitative differences between previous t…
We consider a two-player search game on a tree $T$. One vertex (unknown to the players) is randomly selected as the target. The players alternately guess vertices. If a guess $v$ is not the target, then both players are informed in which subtree of $T \smallsetminus v$ the target lies. The winner is the player who guesses the target. When both players play optimally, we show that each of them wins with probability approximately $1/2$. When one player plays optimally and the other plays randomly, we show that the player with the optimal strategy wins with probability between $9/16$ and $2/3$ (a…
The paper proposes a natural measure space of zero-sum perfect information games with upper semicontinuous payoffs. Each game is specified by the game tree, and by the assignment of the active player and of the capacity to each node of the tree. The payoff in a game is defined as the infimum of the capacity over the nodes that have been visited during the play. The active player, the number of children, and the capacity are drawn from a given joint distribution independently across the nodes. We characterize the cumulative distribution function of the value $v$ using the fixed points of the so…
Pseudo-games are a natural and well-known generalization of normal-form games, in which the actions taken by each player affect not only the other players' payoffs, as in games, but also the other players' strategy sets. The solution concept par excellence for pseudo-games is the generalized Nash equilibrium (GNE), i.e., a strategy profile at which each player's strategy is feasible and no player can improve their payoffs by unilaterally deviating to another strategy in the strategy set determined by the other players' strategies. The computation of GNE in pseudo-games has long been a problem …
We show that, for any sufficiently small fixed $ε> 0$, when both players in a general-sum two-player (bimatrix) game employ optimistic mirror descent (OMD) with smooth regularization, learning rate $η= O(ε^2)$ and $T = Ω(\text{poly}(1/ε))$ repetitions, either the dynamics reach an $ε$-approximate Nash equilibrium (NE), or the average correlated distribution of play is an $Ω(\text{poly}(ε))$-strong coarse correlated equilibrium (CCE): any possible unilateral deviation does not only leave the player worse, but will decrease its utility by $Ω(\text{poly}(ε))$. As an immediate consequence, when th…
We consider the problem of budget allocation for competitive influence maximization over social networks. In this problem, multiple competing parties (players) want to distribute their limited advertising resources over a set of social individuals to maximize their long-run cumulative payoffs. It is assumed that the individuals are connected via a social network and update their opinions based on the classical DeGroot model. The players must decide the budget distribution among the individuals at a finite number of campaign times to maximize their overall payoff given as a function of individu…
Cooperative game theory deals with systems where players want to cooperate to improve their payoffs. But players may choose coalitions in a non-cooperative manner, leading to a coalition-formation game. We consider such a game with several players (willing to cooperate) and an adamant player (unwilling to cooperate) involved in resource-sharing. Here, the strategy of a player is the set of players with whom it wants to form a coalition. Given a strategy profile, an appropriate partition of coalitions is formed; players in each coalition maximize their collective utilities leading to a non-coop…
We propose a game-theoretic model of the reliability of decentralised systems based on Varian's model of system reliability, to which we add a new normalised total effort case that models \textit{decentralisation conscious players} who prioritise decentralisation. We derive the Nash equilibria in the normalised total effort game. In these equilibria, either one or two values are played by players that do not free ride. The speed at which players can adjust their contributions can determine how an equilibrium is reached and equilibrium values. The behaviour of decentralisation conscious players…
In this paper, we study network games where players are involved in information aggregation processes subject to the differential privacy requirement for players' payoff functions. We propose a Laplace linear-quadratic functional perturbation mechanism, which perturbs players' payoff functions with linear-quadratic functions whose coefficients are produced from truncated Laplace distributions. For monotone games, we show that the LLQFP mechanism maintains the concavity property of the perturbed payoff functions and produces a perturbed NE whose distance from the original NE is bounded and adju…
A cooperative player invests effort into a common venture without knowing the partner's intention in advance. But this strategy can be implemented in various ways when a player is involved in different games simultaneously. Interestingly, if cooperative players distinguish their neighbors and allocate all their external investments into the most successful partner's game exclusively then a significant cooperation level can be reached even at harsh circumstances where game parameters would dictate full defection otherwise. This positive impact, however, can also be reached when just a smaller f…
We consider the problem of maximizing the minimum (weighted) value of all components of a vector over a polymatroid. This is a special case of the lexicographically optimal base problem introduced and solved by Fujishige. We give an alternative formulation of the problem as a zero-sum game between a maximizing player whose mixed strategy set is the base of the polymatroid and a minimizing player whose mixed strategy set is a simplex. We show that this game and three variations of it unify several problems in search, sequential testing and queuing. We give a new, short derivation of optimal str…
We study fast rates of convergence in the setting of nonparametric online regression, namely where regret is defined with respect to an arbitrary function class which has bounded complexity. Our contributions are two-fold: - In the realizable setting of nonparametric online regression with the absolute loss, we propose a randomized proper learning algorithm which gets a near-optimal cumulative loss in terms of the sequential fat-shattering dimension of the hypothesis class. In the setting of online classification with a class of Littlestone dimension $d$, our bound reduces to $d \cdot {\rm pol…
Politecnico di Milano(米兰理工大学);Politecnico di Torino(都灵理工大学)
\emph{Ex ante} correlation is becoming the mainstream approach for \emph{sequential adversarial team games}, where a team of players faces another team in a zero-sum game. It is known that team members' asymmetric information makes both equilibrium computation \textsf{APX}-hard and team's strategies not directly representable on the game tree. This latter issue prevents the adoption of successful tools for huge 2-player zero-sum games such as, \emph{e.g.}, abstractions, no-regret learning, and subgame solving. This work shows that we can recover from this weakness by bridging the gap between s…