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Intrinsic Robustness of the Price of Anarchy “Smoothness”. Ofir Chen for 2014 POA Seminar by Prof. Michal Feldman Paper by Tim Roughgarden ‘13. Presentation divides into 3 parts: Pure NE case, extensions to other equilibrias ,and a proof of tightness of the result for congestion games.
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Intrinsic Robustness of the Price of Anarchy“Smoothness” Ofir Chen for 2014 POA Seminar by Prof. Michal Feldman Paper by Tim Roughgarden ‘13
Presentation divides into 3 parts: Pure NE case, extensions to other equilibrias ,and a proof of tightness of the result for congestion games. • We’d like to bound the cost of unilateral deviation from any strategy to any other strategy. • Comparing any 2 strategies bounds the POA. • Bounding all outcomes has implications beyond games with pure-NE (PNE) – hence the intrinsic property. • smooth game reduces to a robust POA automatically. • Finally we’ll see that the achieved bound is tight for Congestion Games. Introduction
Definition: smoothness: a cost minimization game is ( if for any 2 outcomes and : Smoothness in Pure-NE
Smoothness in Pure-NE • Pure-NE key equation: • Immediate result for smooth games: : • Definition: Robust POA : smoothness NE
Definition Congestion Game: a cost minimization game that has a ground set E, strategy sets , anda non-decreasing cost function . • Example: • Non-atomic-selfish routing: -edges, are paths on the graph. • : the set of edges used by player • : the load on edge • Player- cost under strategy Claim: the game is -smooth ( Ex-1: Congestion Games
Ex-1: Congestion Games (Cont.) • Proof: • Mathematical fact (without proof) for : • For outcomes (*) (*)The load on e in is at most +1 than in under unilateral deviation and it is suffered by exactly players
Ex-2: Valid Utility Games • Definition: Valid Utility Games: • Payoff maximization, payoff functions • Ground set , strategies • Non-negative submodular function • Definitionsubmodular: • Target function: while • 2 Conclusions follow: (1) (2) relaxation on sum objective functions • Example: players are trying to win ‘red’ tokens on a board by placing their tokens – each red token goes to closest token’s player. The payoff is the number of red tokens.
Ex-2: Valid Utility Games(Cont.) • Claim: if is non-decreasing, VUGs are , with POA=0.5 • Note: redefine smoothenessin max-payoff games : • . • Proof: • Lbe the union of all players' strategies in, together with the strategies of players 1…in :], Telescopic summation s Submodularity
Other Equilibriums Coarse Correlated Equilibriums Coarse Correlated Eq Correlated Equilibriums Easy to compute = Correlated Eq Mixed NE Always exist Hard to compute = MNE = PNE Pure-NE Don’t always exist
Model: Players can play their strategies with some probability. • Definition: Mixed NE: no player can decrease its expected cost under the product independent distributions over players’ strategies • Lemma: Smoothness of distribution:for a ( , )-smooth game, when is an independent outcomes distribution: for any Mixed Strategies Games
Mixed Strategies Smooth Games • Proof : • POA: for every MNE: Smoothness (*) (*) MNE linearity (*)'s distribution doesn't matter for since is fixed.
Model: Players’ strategies are correlated, players are getting a ‘hint’. • Definition: Correlated Equilibrium (CE): no player can decrease its expected cost given a posterior ‘hint’ : • Lemma: if a game is ( , )-smooth, – Correlated outcomes distribution then for any • Proof and POA: MNE proof follows for any joint distribution! Correlated Strategies
Model: Players’ strategies are correlated (no ‘hint’). • Definition: Coarse Correlated Equilibrium (CCE): no player can decrease its expected cost • Lemma: if a game is ( , )-smooth, – Correlated outcomes distribution then for any • Proof and POA follow similarly. Coarse-Correlated Strategies
Congestion game: 6 singleton strategies: (players pick 1 resource) • Pure NE: each of the options for mutex choices. • Mixed NE: pick uniformly - the expected cost is . • Correlated eq.: pick uniformly– ‘hints’: 1 edge with 2 players and 2 edges 1 player each: expected cost is . • Coarse Correlated eq.: sets are: {0,2,4} or {1,3,5} w.p ½. Expected cost is 3/2. Ex-3: Inclusion of Equilibriums 4 1 2 3 1 2 2 hints 1 3 4 3 4
Model: a sequence is a game divided into time-intervals - each with its own distribution over outcomes: ~ • Example: Sequential Games
Model: sequential game without ‘too much’ regret in hindsight. • Definition: regret is the cost over all intervals minus the cost of the best fixed strategy in hindsight. • Definition: a no regret sequence is a sequence of distributions over outcomes where the total expected cost of each player is lesser than that of the best fixed strategy in hindsight, by at most : No Regret Sequence
Definition: Price of totalanarchy is a WC ratio between the expected cost of no-regret sequence that of an optimal outcome. PoTAUnder Smoothness: • if is optimal, define: • When the game is smooth: • Averaging over T will give us the PoTA: Price of TotalAnarchy smoothness o(1)
Definition: Tight Games: • Let denote all legal values of ( ,)-Smooth games in • Let be the games with at least 1 pure-NE • For a game Let be the POA of pure-NE • a class of games is tight if • Idea: characterize games by restricting their cost functions. Congestion Games are Tight the best upper bound provable through smoothness The WC POA of pure-NE Theorem: for a set of nondecreasing positive cost functions, the congestion games with cost functions in are tight.
: a set of congestion games with cost functions in . • all legal values of ( ,)-Smooth games in for every and for every . • Note: is the best POA achievable through smoothness. • to be the cost function of resource • Denote /to be the number of players using resource in outcomes respectively. Notations
Claim: for every setthe robust POA of is at most . • Proof: consider a game and outcomes . We'll show that is -smooth. • Hence the POA upper bound is achieved. Upper Bound For each player at most one deviation is made Definition of
Definitions: • Denote the pairs with . • Denote • Note: there’re -pairs, hence linear 2 variableequationsrepresenting half-plains • Lemma-1: for a finite and , if such that - then is the intersection point of 2 half plains . • Mathematically: there exist such that: Lower Bound
Proof: by inspecting a minimized • Note: the problem resembles LP,with non-linear target function. • The half-planes create a convex hull • increases in • The minimal is on the convex! • On the convex boundary, for every • every has its values. • increases in when Lower Bound Geometric Proof (0,0,0)
Take a down-walk on the convex hull: • When go down, otherwise – stop. • That will assure is minimized. • is on the convex on 2 intersecting half-planes: • Lemma-2: for a finite and , if there exist such that -then there exist such that • Proof: for the above Lower Bound Geometry (Cont.) is min + Q.E.D
Theorem: for every cost functions set , there’re congestion games with cost functions in with pure POA arbitrary close to • Proof: Define by following the lemmas: • - each a labeled ‘cycle’ with elements • ’s cost function: and ’s cost function: • players – each with 2 strategies and • = use consecutive elements of and consecutive elements of starting the th element of each cycle. • = useconsecutive elements of andconsecutive elements of ending with the 'th element of each cycle. • ’s size assures and are disjoint. Building the Game … … … …
Denote - the outcome of , the outcome of . • By symmetry : , and :, Building the Game (Cont.) symmetry Lemma 2 Q and P are disjoint Conclusion– the game is in a pure-NE
Repeating the Proof steps: • The lemma told us where to find candidates. • We built a game according to the lemma and found it has valid • In this game the pure-POA is , hence the supremum is higher – and we proved the lower bound. The POA of the Game Lemma 1 Conclusion– is a valid pair in
Model: Myopic response, if the game is not in equilibrium, choose a non-optimal player and improve his cost. • The game will converge if it has a potential function satisfying: • Claim: Let be a best-response sequence of a smooth game with robust-POA , s* is optimal. • denote the deviating player at time t . • Ifsatisfies Then w.h.p.: all but of outcomes satisfies . We’ll not show the Proof here Best-Response Dynamics (BRD)
Model: a game where players are duplicated-times . • Example: routing: existing infrastructure, various amount of identical players. • Denote a superposition of 2 outcomes. We assume • Lemma: if G is smooth with duplicated players, then • Proof: Bicriteria Bounds NE smoothness superposition