Learning problems commonly exhibit an interesting feedback mechanism wherein the population data reacts to competing decision makers' actions. This paper formulates a new game theoretic framework for this phenomenon, called "multi-player performative prediction". We focus on two distinct solution concepts, namely (i) performatively stable equilibria and (ii) Nash equilibria of the game. The latter equilibria are arguably more informative, but can be found efficiently only when the game is monotone. We show that under mild assumptions, the performatively stable equilibria can be found efficiently by a variety of algorithms, including repeated retraining and the repeated (stochastic) gradient method. We then establish transparent sufficient conditions for strong monotonicity of the game and use them to develop algorithms for finding Nash equilibria. We investigate derivative free methods and adaptive gradient algorithms wherein each player alternates between learning a parametric description of their distribution and gradient steps on the empirical risk. Synthetic and semi-synthetic numerical experiments illustrate the results.
On rankings in multiplayer games with an application to the game of Whist
Department of Mathematics, Naxys, Unamur, Belgium(比利时那慕尔大学纳西斯研究所数学系);Department of Physics and Astronomy, CSDC, University of Florence, Italy(意大利佛罗伦萨大学物理与天文学系CSDC)
Boston University(波士顿大学);GlaxoSmithKline(葛兰素史克);Harvard University(哈佛大学);MIT(麻省理工学院)
In the context of competitive multiplayer games, collusion happens when two or more teams decide to collaborate towards a common goal, with the intention of gaining an unfair advantage from this cooperation. The task of identifying colluders from the player population is however infeasible to game designers due to the sheer size of the player population. In this paper, we propose a system that detects colluding behaviors in team-based multiplayer games and highlights the players that most likely exhibit colluding behaviors. The game designers then proceed to analyze a smaller subset of players…
The Colonel Blotto Problem proposed by Borel in 1921 has served as a widely applicable model of budget-constrained simultaneous winner-take-all competitions in the social sciences. Applications include elections, advertising, R&D and more. However, the classic Blotto problem and variants limit the study to competitions over a finite set of discrete battlefields. In this paper, we extend the classical theory to study multiplayer Blotto games over arbitrary measurable battlegrounds, provide an algorithm to efficiently sample equilibria of symmetric "equipartionable" Generalized Blotto games, and…
An heuristic approach to compute strong Nash (Aumann) equilibria is presented. The method is based on differential evolution and three variants of a generative relation for strong Nash equilibria characterization. Numerical experiments performed on the minimum effort game for up to 150 players illustrate the efficiency of the approach. The advantages and disadvantages of each variant is discussed in terms of precision and running time.
We initiate the study of the natural multiplayer generalization of the classic continuous Colonel Blotto game. The two-player Blotto game, introduced by Borel as a model of resource competition across $n$ simultaneous fronts, has been studied extensively for a century and seen numerous applications throughout the social sciences. Our work defines the multiplayer Colonel Blotto game and derives Nash equilibria for various settings of $k$ (number of players) and $n$. We also introduce a "Boolean" version of Blotto that becomes interesting in the multiplayer setting. The main technical difficulty…
The George Washington University(乔治华盛顿大学);Peking University(北京大学);University College London(伦敦大学学院)
Evolutionary game theory has been a successful tool to combine classical game theory with learning-dynamical descriptions in multiagent systems. Provided some symmetric structures of interacting players, many studies have been focused on using a simplified heuristic payoff table as input to analyse the dynamics of interactions. Nevertheless, even for the state-of-the-art method, there are two limits. First, there is inaccuracy when analysing the simplified payoff table. Second, no existing work is able to deal with 2-population multiplayer asymmetric games. In this paper, we fill the gap betwe…
Many real-world domains contain multiple agents behaving strategically with probabilistic transitions and uncertain (potentially infinite) duration. Such settings can be modeled as stochastic games. While algorithms have been developed for solving (i.e., computing a game-theoretic solution concept such as Nash equilibrium) two-player zero-sum stochastic games, research on algorithms for non-zero-sum and multiplayer stochastic games is limited. We present a new algorithm for these settings, which constitutes the first parallel algorithm for multiplayer stochastic games. We present experimental …
We describe a new complete algorithm for computing Nash equilibrium in multiplayer general-sum games, based on a quadratically-constrained feasibility program formulation. We demonstrate that the algorithm runs significantly faster than the prior fastest complete algorithm on several game classes previously studied and that its runtimes even outperform the best incomplete algorithms.
Many important real-world settings contain multiple players interacting over an unknown duration with probabilistic state transitions, and are naturally modeled as stochastic games. Prior research on algorithms for stochastic games has focused on two-player zero-sum games, games with perfect information, and games with imperfect-information that is local and does not extend between game states. We present an algorithm for approximating Nash equilibrium in multiplayer general-sum stochastic games with persistent imperfect information that extends throughout game play. We experiment on a 4-playe…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. We provide a number of example that separate the various criteria we explore. Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant Nash equilibria.
When predictions support decisions they may influence the outcome they aim to predict. We call such predictions performative; the prediction influences the target. Performativity is a well-studied phenomenon in policy-making that has so far been neglected in supervised learning. When ignored, performativity surfaces as undesirable distribution shift, routinely addressed with retraining. We develop a risk minimization framework for performative prediction bringing together concepts from statistics, game theory, and causality. A conceptual novelty is an equilibrium notion we call performative st…
Implementations of mobile games have become prevalent industrial technology due to the ubiquitous nature of mobile devices. However, simultaneous-movement multiplayer games, games that a player competes simultaneously with other players, are usually affected by such parameters as latency, type of game architecture and type of communication technology. This paper makes a review of the above parameters, considering the pros and cons of the various techniques used in addressing each parameter. It then goes ahead to propose an enhanced mechanism for dealing with packet delays based on partitioning…
In this paper we establish efficient and \emph{uncoupled} learning dynamics so that, when employed by all players in a general-sum multiplayer game, the \emph{swap regret} of each player after $T$ repetitions of the game is bounded by $O(\log T)$, improving over the prior best bounds of $O(\log^4 (T))$. At the same time, we guarantee optimal $O(\sqrt{T})$ swap regret in the adversarial regime as well. To obtain these results, our primary contribution is to show that when all players follow our dynamics with a \emph{time-invariant} learning rate, the \emph{second-order path lengths} of the dyna…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. For most of our conditions we provide counterexamples showing that they cannot be dispensed with. Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant winning strat…
We study the applicability of quantum algorithms in computational game theory and generalize some results related to Subtraction games, which are sometimes referred to as one-heap Nim games. In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum combinatorial games with provable separation between quantum and classical complexity of solving them. For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms for finding solutions with probability $1$. Typically, both Nim …
We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game G, does there exist a pure-strategy Nash equilibrium of G where player 0 wins with probability 1. Moreover, this problem remains undecidable if it is restricted to strategies with (unbounded) finite memory. However, if mixed strategies are allowed, decidability remains an open problem.…
We study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In such games, each player aims at reaching his own goal set of states as soon as possible. A previous work on this model showed that Nash equilibria (resp. secure equilibria) are guaranteed to exist in the multiplayer (resp. two-player) case. The existence of secure equilibria in the multiplayer case remained and is still an open problem. In this paper, we focus our study on the concept of subgame perfect equilibrium, a refinement of Nash equilibrium well-suited in the framewo…
Multiplayer games with selfish agents naturally occur in the design of distributed and embedded systems. As the goals of selfish agents are usually neither equivalent nor antagonistic to each other, such games are non zero-sum games. We study such games and show that a large class of these games, including games where the individual objectives are mean- or discounted-payoff, or quantitative reachability, and show that they do not only have a solution, but a simple solution. We establish the existence of Nash equilibria that are composed of k memoryless strategies for each agent in a setting wi…
This paper studies a planar multiplayer Homicidal Chauffeur reach-avoid differential game, where each pursuer is a Dubins car and each evader has simple motion. The pursuers aim to protect a goal region cooperatively from the evaders. Due to the high-dimensional strategy space among pursuers, we decompose the whole game into multiple one-pursuer-one-evader subgames, each of which is solved in an analytical approach instead of solving Hamilton-Jacobi-Isaacs equations. For each subgame, an evasion region (ER) is introduced, based on which a pursuit strategy guaranteeing the winning of a simple-m…
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…
Computational game theory has many applications in the modern world in both adversarial situations and the optimization of social good. While there exist many algorithms for computing solutions in two-player interactions, finding optimal strategies in multiplayer interactions efficiently remains an open challenge. This paper focuses on computing the multiplayer Team-Maxmin Equilibrium with Coordination device (TMECor) in zero-sum extensive-form games. TMECor models scenarios when a team of players coordinates ex ante against an adversary. Such situations can be found in card games (e.g., in Br…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game G, does there exist a Nash equilibrium of G where Player 0 wins with probability 1? Moreover, this problem remains undecidable when restricted to pure strategies or (pure) strategies with finite memory. One way to obtain a decidable variant of the prob…
Objective: The study investigates the effect on cooperation in multiplayer games, when the population from which all individuals are drawn is structured - i.e. when a given individual is only competing with a small subset of the entire population. Method: To optimize the focus on multiplayer effects, a class of games were chosen for which the payoff depends nonlinearly on the number of cooperators - this ensures that the game cannot be represented as a sum of pair-wise interactions, and increases the likelihood of observing behaviour different from that seen in two-player games. The chosen cla…
In this paper, we study turn-based quantitative multiplayer non zero-sum games played on finite graphs with both reachability and safety objectives. In this framework a player with a reachability objective aims at reaching his own goal as soon as possible, whereas a player with a safety objective aims at avoiding his bad set or, if impossible, delaying its visit as long as possible. We prove the existence of Nash equilibria with finite memory in quantitative multiplayer reachability/safety games. Moreover, we prove the existence of finite-memory secure equilibria for quantitative two-player re…
In two-player repeated games, Zero-Determinant (ZD) strategies enable a player to unilaterally enforce a linear payoff relation between her own and her opponent's payoff irrespective of the opponent's strategy. This manipulative nature of the ZD strategies attracted significant attention from researchers due to its close connection to controlling distributively the outcome of evolutionary games in large populations. In this paper, necessary and sufficient conditions are derived for a payoff relation to be enforceable in multiplayer social dilemmas with a finite expected number of rounds that i…
Rating systems play an important role in competitive sports and games. They provide a measure of player skill, which incentivizes competitive performances and enables balanced match-ups. In this paper, we present a novel Bayesian rating system for contests with many participants. It is widely applicable to competition formats with discrete ranked matches, such as online programming competitions, obstacle courses races, and some video games. The simplicity of our system allows us to prove theoretical bounds on robustness and runtime. In addition, we show that the system aligns incentives: that …
This paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MG). A key component of this model is the possibility for the players to either collaborate or team apart to increase their rewards. Building an artificial player for general-sum MGs implies to learn more complex strategies which are impossible to obtain by using techniques developed for two-player zero-sum MGs. In this paper, we introduce a new definition of $ε$-Nash equilibrium in MGs which grasps the strategy's quality for multiplayer games. We prove that minimizing the no…
In two-player zero-sum games, if both players minimize their average external regret, then the average of the strategy profiles converges to a Nash equilibrium. For n-player general-sum games, however, theoretical guarantees for regret minimization are less understood. Nonetheless, Counterfactual Regret Minimization (CFR), a popular regret minimization algorithm for extensive-form games, has generated winning three-player Texas Hold'em agents in the Annual Computer Poker Competition (ACPC). In this paper, we provide the first set of theoretical properties for regret minimization algorithms in …
Continuous games are multiplayer games in which strategy sets are compact and utility functions are continuous. These games typically have a highly complicated structure of Nash equilibria, and numerical methods for the equilibrium computation are known only for particular classes of continuous games, such as two-player polynomial games or games in which pure equilibria are guaranteed to exist. This contribution focuses on the computation and approximation of a mixed strategy equilibrium for the whole class of multiplayer general-sum continuous games. We vastly extend the scope of applicabilit…
We study the problem of finding robust equilibria in multiplayer concurrent games with mean payoff objectives. A $(k,t)$-robust equilibrium is a strategy profile such that no coalition of size $k$ can improve the payoff of one its member by deviating, and no coalition of size $t$ can decrease the payoff of other players. We are interested in pure equilibria, that is, solutions that can be implemented using non-randomized strategies. We suggest a general transformation from multiplayer games to two-player games such that pure equilibria in the first game correspond to winning strategies in the …
We study multiplayer turn-based timed games with reachability objectives. In particular, we are interested in the notion of subgame perfect equilibrium (SPE). We prove that deciding the constrained existence of an SPE in this setting is EXPTIME-complete.
Pompeu Fabra University(庞培法布拉大学);ICREA(加泰罗尼亚高等研究院);Barcelona Graduate School of Economics(巴塞罗那经济学研究生院);McGill University(麦吉尔大学)
We study multiplayer stochastic multi-armed bandit problems in which the players cannot communicate and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider two feedback models: a model in which the players can observe whether a collision has occurred and a more difficult setup when no collision information is available. We give the first theoretical guarantees for the second model: an algorithm with a logarithmic regret, and an algorithm with a square-root regret type that does not depend on the gaps between the means. For the …