13 pages, 7 figures This is a new version of the work, adapted to be presented in the III Colombian Congress and I Andean International Conference of Operational Research (Cartagena, Colombia, March 2004)
A bidimensional representation of the space of 2x2 Symmetric Games in the strategic representation is proposed. This representation provides a tool for the classification of 2x2 symmetric games, quantification of the fraction of them having a certain feature, and predictions of changes in the characteristics of a game when a change in done on the payoff matrix that defines it.
This paper provides a new version of matrix semi-tensor product method based on adjacent transpositions to test symmetric games. The advantage of using adjacent transpositions lies in the great simplification of analysis of symmetric games. By using the new method, new necessary and sufficient conditions for symmetric games are proposed, and a group of bases of a symmetric game space can be easily calculated. Moreover, the testing equations with the minimum number can be concretely determined. Finally, two examples are displayed to show the effectiveness of the proposed method.
We prove that a deterministic n-person shortest path game has a Nash equlibrium in pure and stationary strategies if it is edge-symmetric (that is (u,v) is a move whenever (v,u) is, apart from moves entering terminal vertices) and the length of every move is positive for each player. Both conditions are essential, though it remains an open problem whether there exists a NE-free 2-person non-edge-symmetric game with positive lengths. We provide examples for NE-free 2-person edge-symmetric games that are not positive. We also consider the special case of terminal games (shortest path games in wh…
This paper shows that, for symmetric games in normal form, strategy profiles that satisfy Hofstadter's Superrationality criterion also satisfy both of Halpern's and Pass's criteria under Common Counterfactual Belief of Rationality: minimax-rationalizability and individual rationality.
By resorting to the vector space structure of finite games, skew-symmetric games (SSGs) are proposed and investigated as a natural subspace of finite games. First of all, for two player games, it is shown that the skew-symmetric games form an orthogonal complement of the symmetric games. Then for a general SSG its linear representation is given, which can be used to verify whether a finite game is skew-symmetric. Furthermore, some properties of SSGs are also obtained in the light of its vector subspace structure. Finally, a symmetry-based decomposition of finite games is proposed, which consis…
Symmetry is inherent in the definition of most of the two-player zero-sum games, including parity, mean-payoff, and discounted-payoff games. It is therefore quite surprising that no symmetric analysis techniques for these games exist. We develop a novel symmetric strategy improvement algorithm where, in each iteration, the strategies of both players are improved simultaneously. We show that symmetric strategy improvement defies Friedmann's traps, which shook the belief in the potential of classic strategy improvement to be polynomial.
We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenie…
Using semi-tensor product of matrices, the structures of several kinds of symmetric games are investigated via the linear representation of symmetric group in the structure vector of games as its representation space. First of all, the symmetry, described as the action of symmetric group on payoff functions, is converted into the product of permutation matrices with structure vectors of payoff functions. Using the linear representation of the symmetric group in structure vectors, the algebraic conditions for the ordinary, weighted, renaming and name-irrelevant symmetries are obtained respectiv…
We study the computational complexity of finding stable outcomes in hedonic games, which are a class of coalition formation games. We restrict our attention to symmetric additively-separable hedonic games, which are a nontrivial subclass of such games that are guaranteed to possess stable outcomes. These games are specified by an undirected edge- weighted graph: nodes are players, an outcome of the game is a partition of the nodes into coalitions, and the utility of a node is the sum of incident edge weights in the same coalition. We consider several stability requirements defined in the liter…
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…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen from a specified set. We show that it is NP-hard for the designer to make these choices optimally, even in zero-sum games. In fact, it is already intractable to decide whether a given action is (potentially or necessarily) played in equilibrium. We also consider incompletely specified symmetric games in which all completions are required to be symmetric. Here…
Over the years, researchers have studied the complexity of several decision versions of Nash equilibrium in (symmetric) two-player games (bimatrix games). To the best of our knowledge, the last remaining open problem of this sort is the following; it was stated by Papadimitriou in 2007: find a non-symmetric Nash equilibrium (NE) in a symmetric game. We show that this problem is NP-complete and the problem of counting the number of non-symmetric NE in a symmetric game is #P-complete. In 2005, Kannan and Theobald defined the "rank of a bimatrix game" represented by matrices (A, B) to be rank(A+B…
We revisit the complexity of deciding, given a {\it bimatrix game,} whether it has a {\it Nash equilibrium} with certain natural properties; such decision problems were early known to be ${\mathcal{NP}}$-hard~\cite{GZ89}. We show that ${\mathcal{NP}}$-hardness still holds under two significant restrictions in simultaneity: the game is {\it win-lose} (that is, all {\it utilities} are $0$ or $1$) and {\it symmetric}. To address the former restriction, we design win-lose {\it gadgets} and a win-lose reduction; to accomodate the latter restriction, we employ and analyze the classical {\it ${\maths…
This paper is a survey of some of the ways in which the representation theory of the symmetric group has been used in voting theory and game theory. In particular, we use permutation representations that arise from the action of the symmetric group on tabloids to describe, for example, a surprising relationship between the Borda count and Kemeny rule in voting. We also explain a powerful representation-theoretic approach to working with linear symmetric solution concepts in cooperative game theory. Along the way, we discuss new research questions that arise within and because of the representa…
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…
This paper introduces a new solution concept for non-cooperative games in normal form with no ties and pure strategies: the Perfectly Transparent Equilibrium. The players are rational in all possible worlds and know each other's strategies in all possible worlds, which together we refer to as Perfect Prediction. The anticipation of a player's decision by their opponents is counterfactually dependent on the decision, unlike in Nash Equilibra where the decisions are made independently. The equilibrium, when it exists, is unique and is Pareto optimal. This equilibrium is the normal-form counterpa…
Winners-take-all situations introduce an incentive for agents to diversify their behavior, since doing so will result in splitting an eventual price with fewer people. At the same time, when the payoff of a process depends on a parameter choice that is symmetric with respect to agents, all agents have the incentive to choose the values of the parameter that lead to higher payoffs. We explore the trade-off between these two considerations, with a focus on a particular example. This example can be seen as a simple model for the situation where a group of friends bet against each other about the …
Population Protocols that Correspond to Symmetric Games
Angluin et {al.}作为一种网络模型,它由非常有限的移动代理组成,这些代理成对交互,但无法控制自己的移动。一个匿名代理的集合,由有限自动机建模,根据一些规则,更新他们的状态进行交互。该模型已被认为是一个计算模型在一些文件。输入值最初分布在代理之间,代理最终必须收敛到正确的输出。在各种假设下,可以通过这样的协议计算的初始配置上的谓词已经被表征。在一个正交的方式,几个分布式系统已被称为在文献中的实现游戏的意义上的博弈论。在本文中,我们调查在何种条件下人口协议,或更一般的成对互动规则,可以被认为是一个对称的游戏的结果。我们证明了不是所有的规则都可以被认为是对称博弈。我们证明了一些基本的协议可以实现使用对称游戏。作为我们研究的一个副作用,我们还证明了任何人口协议都可以通过对称协议来模拟(但不一定是游戏)。
We investigate symmetric equilibria of mutual reinforcement learning when both players alternately learn the optimal memory-two strategies against the opponent in the repeated prisoners' dilemma game. We provide a necessary condition for memory-two deterministic strategies to form symmetric equilibria. We then provide three examples of memory-two deterministic strategies which form symmetric mutual reinforcement learning equilibria. We also prove that mutual reinforcement learning equilibria formed by memory-two strategies are also mutual reinforcement learning equilibria when both players use…
Given a skew-symmetric matrix, the corresponding two-player symmetric zero-sum game is defined as follows: one player, the row player, chooses a row and the other player, the column player, chooses a column. The payoff of the row player is given by the corresponding matrix entry, the column player receives the negative of the row player. A randomized strategy is optimal if it guarantees an expected payoff of at least 0 for a player independently of the strategy of the other player. We determine the probability that an optimal strategy randomizes over a given set of actions when the game is dra…
We consider the relation between Sion's minimax theorem for a continuous function and a Nash equilibrium in a multi-players game with two groups which is zero-sum and symmetric in each group. We will show the following results. 1. The existence of Nash equilibrium which is symmetric in each group implies Sion's minimax theorem with the coincidence of the maximin strategy and the minimax strategy for players in each group. %given the values of the strategic variables. 2. Sion's minimax theorem with the coincidence of the maximin strategy and the minimax strategy for players in each group implie…
Imitation is simple behavior which uses successful actions of others in order to deal with one's own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or not, game theory is suitable for specifying situations where imitation can be successful. One of the concepts describing successfulness of imitation in repeated two-player symmetric games is unbeatability. For infinitely repeated two-player symmetric games, a necessary and sufficient condition for some imitation strategy to be unbeatable was specified. However…
Nearly all simulation-based games have environment parameters that affect incentives in the interaction but are not explicitly incorporated into the game model. To understand the impact of these parameters on strategic incentives, typical game-theoretic analysis involves selecting a small set of representative values, and constructing and analyzing separate game models for each value. We introduce a novel technique to learn a single model representing a family of closely related games that differ in the number of symmetric players or other ordinal environment parameters. Prior work trains a mu…
The category of open games, which provides a strongly compositional foundation of economic game theory, is intermediate between symmetric monoidal and compact closed. More precisely it has counits with no corresponding units, and a partially defined duality. There exist open games with the same types as unit maps, given by agents with the strategic goal of predicting a future value. Such agents appear in earlier work on selection functions. We explore the algebraic properties of these agents via the symmetric monoidal bicategory whose 2-cells are morphisms between open games, and show how the …
Optimistic Online Learning in Symmetric Cone Games
Singapore University of Technology and Design(新加坡科技设计大学);National University of Singapore(新加坡国立大学);Centre for Quantum Technologies(量子技术中心);Archimedes/Athena Research Center(Archimedes/Athena研究中心)
This paper provides theoretical bounds for empirical game theoretical analysis of complex multi-agent interactions. We provide insights in the empirical meta game showing that a Nash equilibrium of the meta-game is an approximate Nash equilibrium of the true underlying game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the meta-game analysis methodology to asymmetric games. The state-of-the-art has only considered empirical games in which agents have access to the same strategy sets and the pay…
This paper proposes a new equilibrium concept "robust perfect equilibrium" for non-cooperative games with a continuum of players, incorporating three types of perturbations. Such an equilibrium is shown to exist (in symmetric mixed strategies and in pure strategies) and satisfy the important properties of admissibility, aggregate robustness, and ex post robust perfection. These properties strengthen relevant equilibrium results in an extensive literature on strategic interactions among a large number of agents. Illustrative applications to congestion games and potential games are presented. In…
This paper deals with the complexity of the problem of computing a pure Nash equilibrium for discrete preference games and network coordination games beyond $O(\log n)$-treewidth and tree metric spaces. First, we estimate the number of iterations of the best response dynamics for a discrete preference game on a discrete metric space with at least three strategies. Second, we present a sufficient condition that we have a polynomial-time algorithm to find a pure Nash equilibrium for a discrete preference game on a grid graph. Finally, we discuss the complexity of finding a pure Nash equilibrium …
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective -- we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences …
In this paper, we study the dynamic behavior of Hedge, a well-known algorithm in theoretical machine learning and algorithmic game theory. The empirical average (arithmetic mean) of the iterates Hedge generates is known to converge to a minimax equilibrium in zero-sum games. We generalize that result to show convergence of the empirical average to Nash equilibrium in symmetric bimatrix games (that is bimatrix games where the payoff matrix of each player is the transpose of that of the other) in the sense that every limit point of the sequence of averages is an $ε$-approximate symmetric equilib…
Montefiore Institute(蒙特菲奥雷研究所);ULiège(列日大学);Thales(泰雷兹集团);LTCI(通信与信息处理实验室);Telecom Paris(巴黎电信学院);Institut Polytechnique de Paris(巴黎理工学院)
In this paper, we identify the best learning scenario to train a team of agents to compete against multiple possible strategies of opposing teams. We evaluate cooperative value-based methods in a mixed cooperative-competitive environment. We restrict ourselves to the case of a symmetric, partially observable, two-team Markov game. We selected three training methods based on the centralised training and decentralised execution (CTDE) paradigm: QMIX, MAVEN and QVMix. For each method, we considered three learning scenarios differentiated by the variety of team policies encountered during training…
Assume that a treasure is placed in one of $M$ boxes according to a known distribution and that $k$ searchers are searching for it in parallel during $T$ rounds. We study the question of how to incentivize selfish players so that the success probability, namely, the probability that at least one player finds the treasure, would be maximized. We focus on congestion policies $C(s)$ that specify the reward that a player receives if it is one of $s$ players that (simultaneously) find the treasure for the first time. Our main technical contribution is proving that the exclusive policy, in which $C(…
Learning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixt…
Towards characterizing the optimization landscape of games, this paper analyzes the stability of gradient-based dynamics near fixed points of two-player continuous games. We introduce the quadratic numerical range as a method to characterize the spectrum of game dynamics and prove the robustness of equilibria to variations in learning rates. By decomposing the game Jacobian into symmetric and skew-symmetric components, we assess the contribution of a vector field's potential and rotational components to the stability of differential Nash equilibria. Our results show that in zero-sum games, all…
The outcome of many social and economic interactions, such as stock-market transactions, is strongly determined by the predictions that agents make about the behavior of other individuals. Cognitive Hierarchy Theory provides a framework to model the consequences of forecasting accuracy that has proven to fit data from certain types of game theory experiments, such as Keynesian Beauty Contests and Entry Games. Here, we focus on symmetric two-players-two-actions games and establish an algorithm to find the players' strategies according to the Cognitive Hierarchy Approach. We show that the Snowdr…
In this paper we survey various notions of anonymity and symmetry for finite strategic-form games present in relevant literature, and discuss notions of fairness; show that game bijections and game isomorphisms form groupoids; introduce matchings as a convenient characterisation of strategy triviality; and outline how to construct and partially order parameterised (symmetric) games with examples that range all combinations of surveyed symmetry notions, which when combined with other results in this paper gives the precise relationship between the various symmetry notions.